bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-forvarious-outES.txt

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attribute highp vec4 _glesVertex;
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uniform highp mat4 UNITY_MATRIX_MVP;
uniform highp vec4 unity_LightAtten[4];
uniform highp vec4 unity_LightColor[4];
varying mediump vec4 xlv_TEXCOORD0;
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void main ()
{
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highp vec4 l_1_1;
highp vec4 l_2;
mediump vec4 tmpvar_3;
mediump vec4 tmpvar_4;
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tmpvar_3 = (UNITY_MATRIX_MVP * _glesVertex);
tmpvar_4 = unity_LightColor[0];
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tmpvar_4 = (tmpvar_4 + unity_LightColor[1]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[0]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[1]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[2]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[3]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[3]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[2]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[1]);
tmpvar_4 = (tmpvar_4 + unity_LightColor[0]);
l_2 = (unity_LightColor[0] * unity_LightAtten[0].x);
tmpvar_4 = (tmpvar_4 + l_2);
l_2 = (unity_LightColor[1] * unity_LightAtten[1].x);
tmpvar_4 = (tmpvar_4 + l_2);
l_1_1 = (unity_LightColor[0] * unity_LightAtten[0].z);
tmpvar_4 = (tmpvar_4 + l_1_1);
l_1_1 = (unity_LightColor[1] * unity_LightAtten[1].z);
tmpvar_4 = (tmpvar_4 + l_1_1);
tmpvar_4 = (tmpvar_4 + unity_LightColor[1].x);
tmpvar_4 = (tmpvar_4 + unity_LightColor[2].x);
gl_Position = tmpvar_3;
xlv_TEXCOORD0 = tmpvar_4;
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}
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// stats: 20 alu 0 tex 0 flow
// inputs: 1
// #0: _glesVertex (high float) 4x1 [-1]
// uniforms: 3 (total size: 0)
// #0: UNITY_MATRIX_MVP (high float) 4x4 [-1]
// #1: unity_LightAtten (high float) 4x1 [4]
// #2: unity_LightColor (high float) 4x1 [4]