bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass2-out.txt

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2012-10-07 23:41:18 -04:00
attribute vec4 TANGENT;
uniform vec4 unity_LightShadowBias;
uniform vec4 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform vec4 _MainTex_ST;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
void main ()
{
vec4 tmpvar_1;
vec2 tmpvar_2;
vec4 pos_3;
pos_3 = gl_Vertex;
vec2 offset_4;
offset_4 = TANGENT.xy;
vec3 tmpvar_5;
tmpvar_5 = (gl_Vertex.xyz - _CameraPosition.xyz);
float tmpvar_6;
tmpvar_6 = dot (tmpvar_5, tmpvar_5);
if ((tmpvar_6 > _WaveAndDistance.w)) {
offset_4 = vec2(0.0, 0.0);
};
pos_3.xyz = (gl_Vertex.xyz + (offset_4.x * _CameraRight));
pos_3.xyz = (pos_3.xyz + (offset_4.y * _CameraUp));
vec4 vertex_7;
vertex_7.yw = pos_3.yw;
vec4 outColor_8;
vec3 waveMove_9;
waveMove_9.y = 0.0;
vec4 tmpvar_10;
tmpvar_10 = ((fract((((pos_3.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos_3.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_10 * tmpvar_10);
vec4 tmpvar_12;
tmpvar_12 = (tmpvar_11 * tmpvar_10);
vec4 tmpvar_13;
tmpvar_13 = (tmpvar_12 * tmpvar_11);
vec4 tmpvar_14;
tmpvar_14 = (((tmpvar_10 + (tmpvar_12 * -0.161616)) + (tmpvar_13 * 0.0083333)) + ((tmpvar_13 * tmpvar_11) * -0.00019841));
vec4 tmpvar_15;
tmpvar_15 = (tmpvar_14 * tmpvar_14);
vec4 tmpvar_16;
tmpvar_16 = (tmpvar_15 * tmpvar_15);
vec4 tmpvar_17;
tmpvar_17 = (tmpvar_16 * TANGENT.y);
waveMove_9.x = dot (tmpvar_17, vec4(0.024, 0.04, -0.12, 0.096));
waveMove_9.z = dot (tmpvar_17, vec4(0.006, 0.02, -0.02, 0.1));
vertex_7.xz = (pos_3.xz - (waveMove_9.xz * _WaveAndDistance.z));
outColor_8.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_16, normalize(vec4(1.0, 1.0, 0.4, 0.2))) * 0.7)))) * 2.0);
outColor_8.w = 1.0;
tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
vec4 tmpvar_18;
tmpvar_18 = (gl_ModelViewProjectionMatrix * vertex_7);
tmpvar_1.xyw = tmpvar_18.xyw;
tmpvar_1.z = (tmpvar_18.z + unity_LightShadowBias.x);
if ((tmpvar_1.z < -(tmpvar_18.w))) {
tmpvar_1.z = -(tmpvar_18.w);
};
gl_Position = tmpvar_1;
vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = tmpvar_2;
gl_TexCoord[1] = tmpvar_19;
gl_FrontColor = outColor_8;
}