bgfx/3rdparty/glsl-optimizer/tests/vertex/MF-GodRays-outES.txt

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attribute highp vec4 _glesVertex;
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attribute mediump vec3 _glesNormal;
attribute highp vec4 _glesMultiTexCoord0;
attribute highp vec4 _glesMultiTexCoord1;
attribute lowp vec4 _glesColor;
uniform highp float _Bias;
uniform highp float _BlinkingTimeOffsScale;
uniform highp vec4 _Color;
uniform highp float _FadeOutDistFar;
uniform highp float _FadeOutDistNear;
uniform highp float _MaxGrowSize;
uniform highp float _Multiplier;
uniform highp float _NoiseAmount;
uniform highp float _SizeGrowEndDist;
uniform highp float _SizeGrowStartDist;
uniform highp vec4 _Time;
uniform highp float _TimeOffDuration;
uniform highp float _TimeOnDuration;
uniform highp float _VerticalBillboarding;
uniform highp mat4 _World2Object;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp mat4 glstate_matrix_mvp;
varying highp vec4 xlv_SV_POSITION;
varying highp vec2 xlv_TEXCOORD0;
varying lowp vec4 xlv_TEXCOORD1;
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void main ()
{
highp vec3 tmpvar_1;
highp vec4 tmpvar_2;
tmpvar_1 = _glesNormal;
tmpvar_2 = _glesColor;
lowp vec4 tmpvar_3;
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highp float noiseWave_4;
highp float noiseTime_5;
highp float wave_6;
highp float time_7;
highp vec3 BBLocalPos_8;
highp vec3 localDir_9;
highp vec3 centerLocal_10;
highp vec3 centerOffs_11;
highp vec3 tmpvar_12;
tmpvar_12.z = 0.0;
tmpvar_12.xy = (vec2(0.5, 0.5) - tmpvar_2.xy);
centerOffs_11 = (tmpvar_12 * _glesMultiTexCoord1.xyy);
centerLocal_10 = (_glesVertex.xyz + centerOffs_11);
highp vec4 tmpvar_13;
tmpvar_13.w = 1.0;
tmpvar_13.xyz = _WorldSpaceCameraPos;
localDir_9 = ((_World2Object * tmpvar_13).xyz - centerLocal_10);
localDir_9.y = (localDir_9.y * _VerticalBillboarding);
highp float tmpvar_14;
tmpvar_14 = sqrt(dot (localDir_9, localDir_9));
highp vec3 dir_15;
dir_15 = (localDir_9 / tmpvar_14);
highp float tmpvar_16;
tmpvar_16 = abs(dir_15.y);
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highp vec3 tmpvar_17;
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if ((tmpvar_16 > 0.999)) {
tmpvar_17 = vec3(0.0, 0.0, 1.0);
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} else {
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tmpvar_17 = vec3(0.0, 1.0, 0.0);
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};
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highp vec3 tmpvar_18;
tmpvar_18 = normalize(((tmpvar_17.yzx * dir_15.zxy) - (tmpvar_17.zxy * dir_15.yzx)));
highp vec3 tmpvar_19;
tmpvar_19 = ((dir_15.yzx * tmpvar_18.zxy) - (dir_15.zxy * tmpvar_18.yzx));
highp float tmpvar_20;
tmpvar_20 = min ((max (
(tmpvar_14 - _SizeGrowStartDist)
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, 0.0) / _SizeGrowEndDist), 1.0);
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BBLocalPos_8 = ((centerLocal_10 - (
(tmpvar_18 * centerOffs_11.x)
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+
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(tmpvar_19 * centerOffs_11.y)
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)) + ((
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(tmpvar_18 * tmpvar_1.x)
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+
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(tmpvar_19 * tmpvar_1.y)
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) * (
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(tmpvar_20 * tmpvar_20)
*
(_MaxGrowSize * tmpvar_2.w)
)));
time_7 = (_Time.y + (_BlinkingTimeOffsScale * tmpvar_2.z));
highp float y_21;
y_21 = (_TimeOnDuration + _TimeOffDuration);
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highp float tmpvar_22;
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tmpvar_22 = (time_7 / y_21);
highp float tmpvar_23;
tmpvar_23 = (fract(abs(tmpvar_22)) * y_21);
highp float tmpvar_24;
if ((tmpvar_22 >= 0.0)) {
tmpvar_24 = tmpvar_23;
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} else {
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tmpvar_24 = -(tmpvar_23);
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};
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highp float tmpvar_25;
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tmpvar_25 = clamp ((tmpvar_24 / (_TimeOnDuration * 0.25)), 0.0, 1.0);
highp float edge0_26;
edge0_26 = (_TimeOnDuration * 0.75);
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highp float tmpvar_27;
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tmpvar_27 = clamp (((tmpvar_24 - edge0_26) / (_TimeOnDuration - edge0_26)), 0.0, 1.0);
wave_6 = ((tmpvar_25 * (tmpvar_25 *
(3.0 - (2.0 * tmpvar_25))
)) * (1.0 - (tmpvar_27 *
(tmpvar_27 * (3.0 - (2.0 * tmpvar_27)))
)));
noiseTime_5 = (time_7 * (6.28319 / _TimeOnDuration));
noiseWave_4 = ((_NoiseAmount * (
sin(noiseTime_5)
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*
((0.5 * cos((
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(noiseTime_5 * 0.6366)
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+ 56.7272))) + 0.5)
)) + (1.0 - _NoiseAmount));
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highp float tmpvar_28;
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if ((_NoiseAmount < 0.01)) {
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tmpvar_28 = wave_6;
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} else {
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tmpvar_28 = noiseWave_4;
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};
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wave_6 = (tmpvar_28 + _Bias);
highp vec4 tmpvar_29;
tmpvar_29.w = 1.0;
tmpvar_29.xyz = BBLocalPos_8;
highp float ffadeout_30;
highp float nfadeout_31;
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highp float tmpvar_32;
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tmpvar_32 = clamp ((tmpvar_14 / _FadeOutDistNear), 0.0, 1.0);
ffadeout_30 = (1.0 - clamp ((
max ((tmpvar_14 - _FadeOutDistFar), 0.0)
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* 0.2), 0.0, 1.0));
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ffadeout_30 = (ffadeout_30 * ffadeout_30);
nfadeout_31 = (tmpvar_32 * tmpvar_32);
nfadeout_31 = (nfadeout_31 * nfadeout_31);
nfadeout_31 = (nfadeout_31 * ffadeout_30);
tmpvar_3 = ((nfadeout_31 * _Color) * (_Multiplier * wave_6));
xlv_SV_POSITION = (glstate_matrix_mvp * tmpvar_29);
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xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
xlv_TEXCOORD1 = tmpvar_3;
}
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// stats: 95 alu 0 tex 3 flow
// inputs: 5
// #0: _glesVertex (high float) 4x1 [-1]
// #1: _glesNormal (medium float) 3x1 [-1]
// #2: _glesMultiTexCoord0 (high float) 4x1 [-1]
// #3: _glesMultiTexCoord1 (high float) 4x1 [-1]
// #4: _glesColor (low float) 4x1 [-1]
// uniforms: 17 (total size: 0)
// #0: _Bias (high float) 1x1 [-1]
// #1: _BlinkingTimeOffsScale (high float) 1x1 [-1]
// #2: _Color (high float) 4x1 [-1]
// #3: _FadeOutDistFar (high float) 1x1 [-1]
// #4: _FadeOutDistNear (high float) 1x1 [-1]
// #5: _MaxGrowSize (high float) 1x1 [-1]
// #6: _Multiplier (high float) 1x1 [-1]
// #7: _NoiseAmount (high float) 1x1 [-1]
// #8: _SizeGrowEndDist (high float) 1x1 [-1]
// #9: _SizeGrowStartDist (high float) 1x1 [-1]
// #10: _Time (high float) 4x1 [-1]
// #11: _TimeOffDuration (high float) 1x1 [-1]
// #12: _TimeOnDuration (high float) 1x1 [-1]
// #13: _VerticalBillboarding (high float) 1x1 [-1]
// #14: _World2Object (high float) 4x4 [-1]
// #15: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #16: glstate_matrix_mvp (high float) 4x4 [-1]