bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Nature_Soft_Occlusion_Bark3-out.txt

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uniform vec4 _LightShadowData;
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uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
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void main ()
{
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vec4 wpos_1;
float z_2;
vec2 tmpvar_3;
vec4 pos_4;
pos_4.w = gl_Vertex.w;
pos_4.xyz = (gl_Vertex.xyz * _Scale.xyz);
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
tmpvar_5.xyz = pos_4.xyz;
pos_4.xyz = mix (pos_4.xyz, (_TerrainEngineBendTree * tmpvar_5).xyz, gl_Color.www);
vec3 tmpvar_6;
tmpvar_6.xz = vec2(0.0, 0.0);
tmpvar_6.y = _SquashPlaneNormal.w;
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vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
tmpvar_7.xyz = mix ((pos_4.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_6 - pos_4.xyz))
* _SquashPlaneNormal.xyz)), pos_4.xyz, vec3(_SquashAmount));
pos_4 = tmpvar_7;
z_2 = -((gl_ModelViewMatrix * tmpvar_7).z);
tmpvar_3.x = z_2;
tmpvar_3.y = ((z_2 * _LightShadowData.z) + _LightShadowData.w);
wpos_1 = (_Object2World * tmpvar_7);
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_7);
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vec4 tmpvar_8;
tmpvar_8.w = 0.0;
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tmpvar_8.xyz = (_World2Shadow * wpos_1).xyz;
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gl_TexCoord[0] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
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tmpvar_9.xyz = (_World2Shadow1 * wpos_1).xyz;
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gl_TexCoord[1] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
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tmpvar_10.xyz = (_World2Shadow2 * wpos_1).xyz;
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gl_TexCoord[2] = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
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tmpvar_11.xyz = (_World2Shadow3 * wpos_1).xyz;
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gl_TexCoord[3] = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12.zw = vec2(0.0, 0.0);
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tmpvar_12.xy = tmpvar_3;
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gl_TexCoord[4] = tmpvar_12;
}
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// stats: 26 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 3
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 12 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _LightShadowData (high float) 4x1 [-1]
// #3: _Object2World (high float) 4x4 [-1]
// #4: _Scale (high float) 4x1 [-1]
// #5: _SquashAmount (high float) 1x1 [-1]
// #6: _SquashPlaneNormal (high float) 4x1 [-1]
// #7: _TerrainEngineBendTree (high float) 4x4 [-1]
// #8: _World2Shadow (high float) 4x4 [-1]
// #9: _World2Shadow1 (high float) 4x4 [-1]
// #10: _World2Shadow2 (high float) 4x4 [-1]
// #11: _World2Shadow3 (high float) 4x4 [-1]