bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_ScreenPosAlbedo1-out.txt

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2012-10-07 23:41:18 -04:00
varying vec4 xlv_FOG;
uniform vec4 _ProjectionParams;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_2;
vec4 tmpvar_3;
tmpvar_3 = (tmpvar_1 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3.x;
tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
o_2.xy = (tmpvar_4 + tmpvar_3.w);
o_2.zw = tmpvar_1.zw;
vec4 o_5;
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_1 * 0.5);
vec2 tmpvar_7;
tmpvar_7.x = tmpvar_6.x;
tmpvar_7.y = (tmpvar_6.y * _ProjectionParams.x);
o_5.xy = (tmpvar_7 + tmpvar_6.w);
o_5.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
vec4 tmpvar_8;
tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_8.x = tmpvar_1.z;
xlv_FOG = tmpvar_8;
gl_TexCoord[0] = o_2;
gl_TexCoord[1] = o_5;
}