bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-unroll-out.txt

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uniform vec3 _TerrainTreeLightDirections[4];
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uniform float _TranslucencyViewDependency;
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void main ()
{
vec3 tmpvar_1;
vec3 tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = _TerrainTreeLightDirections[0];
float tmpvar_4;
tmpvar_4 = dot (gl_Normal, tmpvar_3);
vec3 tmpvar_5;
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tmpvar_5.yz = tmpvar_1.yz;
tmpvar_5.x = mix (-(tmpvar_4), dot (gl_Vertex.xyz, -(tmpvar_3)), _TranslucencyViewDependency);
vec3 tmpvar_6;
tmpvar_6.yz = tmpvar_2.yz;
tmpvar_6.x = max (0.0, ((tmpvar_4 * 0.6) + 0.4));
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vec3 tmpvar_7;
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tmpvar_7 = _TerrainTreeLightDirections[1];
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float tmpvar_8;
tmpvar_8 = dot (gl_Normal, tmpvar_7);
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vec3 tmpvar_9;
tmpvar_9.xz = tmpvar_5.xz;
tmpvar_9.y = mix (-(tmpvar_8), dot (gl_Vertex.xyz, -(tmpvar_7)), _TranslucencyViewDependency);
vec3 tmpvar_10;
tmpvar_10.xz = tmpvar_6.xz;
tmpvar_10.y = max (0.0, ((tmpvar_8 * 0.6) + 0.4));
vec3 tmpvar_11;
tmpvar_11 = _TerrainTreeLightDirections[2];
float tmpvar_12;
tmpvar_12 = dot (gl_Normal, tmpvar_11);
vec3 tmpvar_13;
tmpvar_13.xy = tmpvar_9.xy;
tmpvar_13.z = mix (-(tmpvar_12), dot (gl_Vertex.xyz, -(tmpvar_11)), _TranslucencyViewDependency);
tmpvar_1 = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14.xy = tmpvar_10.xy;
tmpvar_14.z = max (0.0, ((tmpvar_12 * 0.6) + 0.4));
tmpvar_2 = tmpvar_14;
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gl_Position = gl_Vertex;
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vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = tmpvar_13;
gl_TexCoord[2] = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16.w = 0.0;
tmpvar_16.xyz = tmpvar_14;
gl_TexCoord[3] = tmpvar_16;
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}
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// stats: 26 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Normal (high float) 3x1 [-1] loc 2
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: _TerrainTreeLightDirections (high float) 3x1 [4]
// #1: _TranslucencyViewDependency (high float) 1x1 [-1]