bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Bumped_Diffuse1-out.txt

36 lines
963 B
Text
Raw Normal View History

2012-10-07 23:41:18 -04:00
uniform vec4 _MainTex_ST;
2014-02-11 02:06:13 -05:00
uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
2012-10-07 23:41:18 -04:00
void main ()
{
2014-10-11 15:32:43 -04:00
vec4 pos_1;
pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
2012-10-07 23:41:18 -04:00
vec4 o_2;
2014-10-11 15:32:43 -04:00
o_2 = (pos_1 * 0.5);
vec2 tmpvar_3;
tmpvar_3.x = o_2.x;
tmpvar_3.y = (o_2.y * _ProjectionParams.x);
o_2.xy = (tmpvar_3 + o_2.w);
o_2.zw = pos_1.zw;
gl_Position = pos_1;
vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_4.x = pos_1.z;
xlv_FOG = tmpvar_4;
2012-10-07 23:41:18 -04:00
vec4 tmpvar_5;
2014-10-11 15:32:43 -04:00
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_5;
2012-10-07 23:41:18 -04:00
gl_TexCoord[1] = o_2;
}
2014-02-11 02:06:13 -05:00
2014-10-11 15:32:43 -04:00
// stats: 8 alu 0 tex 0 flow
// inputs: 2
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 3 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _MainTex_ST (high float) 4x1 [-1]
// #2: _ProjectionParams (high float) 4x1 [-1]