bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_DecalAddBump3-out.txt

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varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 _WorldSpaceLightPos0;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _Decal_ST;
uniform vec4 _DecalBump_ST;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
vec3 tmpvar_5;
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tmpvar_5 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_6;
tmpvar_6[0].x = TANGENT.x;
tmpvar_6[0].y = tmpvar_5.x;
tmpvar_6[0].z = gl_Normal.x;
tmpvar_6[1].x = TANGENT.y;
tmpvar_6[1].y = tmpvar_5.y;
tmpvar_6[1].z = gl_Normal.y;
tmpvar_6[2].x = TANGENT.z;
tmpvar_6[2].y = tmpvar_5.z;
tmpvar_6[2].z = gl_Normal.z;
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = tmpvar_4;
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vec3 x2_8;
vec3 x1_9;
x1_9.x = dot (unity_SHAr, tmpvar_7);
x1_9.y = dot (unity_SHAg, tmpvar_7);
x1_9.z = dot (unity_SHAb, tmpvar_7);
vec4 tmpvar_10;
tmpvar_10 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
x2_8.x = dot (unity_SHBr, tmpvar_10);
x2_8.y = dot (unity_SHBg, tmpvar_10);
x2_8.z = dot (unity_SHBb, tmpvar_10);
vec4 o_11;
vec4 tmpvar_12;
tmpvar_12 = (tmpvar_2 * 0.5);
vec2 tmpvar_13;
tmpvar_13.x = tmpvar_12.x;
tmpvar_13.y = (tmpvar_12.y * _ProjectionParams.x);
o_11.xy = (tmpvar_13 + tmpvar_12.w);
o_11.zw = tmpvar_2.zw;
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gl_Position = tmpvar_2;
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vec4 tmpvar_14;
tmpvar_14.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_14.x = tmpvar_2.z;
xlv_FOG = tmpvar_14;
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gl_TexCoord[0] = tmpvar_1;
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vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
gl_TexCoord[1] = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16.w = 0.0;
tmpvar_16.xyz = ((x1_9 + x2_8) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y))));
gl_TexCoord[2] = tmpvar_16;
gl_TexCoord[3] = o_11;
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}