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

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uniform vec3 _TerrainTreeLightDirections[4];
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uniform float _TranslucencyViewDependency;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
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void main ()
{
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vec3 lightDir_1;
vec3 viewDir_2;
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vec3 tmpvar_3;
vec3 tmpvar_4;
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vec3 tmpvar_5;
vec4 pos_6;
float isBillboard_7;
isBillboard_7 = (1.0 - abs(TANGENT.w));
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vec4 tmpvar_8;
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tmpvar_8.w = 0.0;
tmpvar_8.xyz = gl_Normal;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = gl_Normal.xy;
pos_6 = (gl_Vertex + ((tmpvar_9 * gl_ModelViewMatrixInverseTranspose) * isBillboard_7));
vec3 tmpvar_10;
tmpvar_10 = mix (gl_Normal, normalize((tmpvar_8 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(isBillboard_7));
vec4 tmpvar_11;
tmpvar_11.w = 1.0;
tmpvar_11.xyz = _WorldSpaceCameraPos;
viewDir_2 = normalize(((
(_World2Object * tmpvar_11)
.xyz * unity_Scale.w) - pos_6.xyz));
lightDir_1 = _TerrainTreeLightDirections[0];
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float tmpvar_12;
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tmpvar_12 = dot (tmpvar_10, lightDir_1);
vec3 tmpvar_13;
tmpvar_13.yz = tmpvar_3.yz;
tmpvar_13.x = (mix (clamp (
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-(tmpvar_12)
, 0.0, 1.0), clamp (
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dot (viewDir_2, -(lightDir_1))
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, 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
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vec3 tmpvar_14;
tmpvar_14.yz = tmpvar_4.yz;
tmpvar_14.x = max (0.0, ((tmpvar_12 * 0.6) + 0.4));
vec3 tmpvar_15;
tmpvar_15.yz = tmpvar_5.yz;
tmpvar_15.x = max (0.0, dot (tmpvar_10, normalize(
(lightDir_1 + viewDir_2)
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)));
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lightDir_1 = _TerrainTreeLightDirections[1];
float tmpvar_16;
tmpvar_16 = dot (tmpvar_10, lightDir_1);
vec3 tmpvar_17;
tmpvar_17.xz = tmpvar_13.xz;
tmpvar_17.y = (mix (clamp (
-(tmpvar_16)
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, 0.0, 1.0), clamp (
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dot (viewDir_2, -(lightDir_1))
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, 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
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vec3 tmpvar_18;
tmpvar_18.xz = tmpvar_14.xz;
tmpvar_18.y = max (0.0, ((tmpvar_16 * 0.6) + 0.4));
vec3 tmpvar_19;
tmpvar_19.xz = tmpvar_15.xz;
tmpvar_19.y = max (0.0, dot (tmpvar_10, normalize(
(lightDir_1 + viewDir_2)
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)));
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lightDir_1 = _TerrainTreeLightDirections[2];
float tmpvar_20;
tmpvar_20 = dot (tmpvar_10, lightDir_1);
vec3 tmpvar_21;
tmpvar_21.xy = tmpvar_17.xy;
tmpvar_21.z = (mix (clamp (
-(tmpvar_20)
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, 0.0, 1.0), clamp (
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dot (viewDir_2, -(lightDir_1))
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, 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
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tmpvar_3 = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22.xy = tmpvar_18.xy;
tmpvar_22.z = max (0.0, ((tmpvar_20 * 0.6) + 0.4));
tmpvar_4 = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23.xy = tmpvar_19.xy;
tmpvar_23.z = max (0.0, dot (tmpvar_10, normalize(
(lightDir_1 + viewDir_2)
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)));
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tmpvar_5 = tmpvar_23;
gl_Position = (gl_ModelViewProjectionMatrix * pos_6);
vec4 tmpvar_24;
tmpvar_24.zw = vec2(0.0, 0.0);
tmpvar_24.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25.w = 0.0;
tmpvar_25.xyz = gl_Color.www;
gl_TexCoord[1] = tmpvar_25;
vec4 tmpvar_26;
tmpvar_26.w = 0.0;
tmpvar_26.xyz = tmpvar_21;
gl_TexCoord[2] = tmpvar_26;
vec4 tmpvar_27;
tmpvar_27.w = 0.0;
tmpvar_27.xyz = tmpvar_22;
gl_TexCoord[3] = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28.w = 0.0;
tmpvar_28.xyz = tmpvar_23;
gl_TexCoord[4] = tmpvar_28;
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}
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// stats: 66 alu 0 tex 0 flow
// inputs: 5
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// #4: TANGENT (high float) 4x1 [-1]
// uniforms: 7 (total size: 0)
// #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #2: _TerrainTreeLightDirections (high float) 3x1 [4]
// #3: _TranslucencyViewDependency (high float) 1x1 [-1]
// #4: _World2Object (high float) 4x4 [-1]
// #5: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #6: unity_Scale (high float) 4x1 [-1]