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

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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
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vec3 worldN_1;
vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
worldN_1 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
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vec4 tmpvar_4;
tmpvar_4.w = 1.0;
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tmpvar_4.xyz = worldN_1;
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vec3 x2_5;
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vec4 vB_6;
vec3 x1_7;
x1_7.x = dot (unity_SHAr, tmpvar_4);
x1_7.y = dot (unity_SHAg, tmpvar_4);
x1_7.z = dot (unity_SHAb, tmpvar_4);
vB_6 = (worldN_1.xyzz * worldN_1.yzzx);
x2_5.x = dot (unity_SHBr, vB_6);
x2_5.y = dot (unity_SHBg, vB_6);
x2_5.z = dot (unity_SHBb, vB_6);
gl_Position = pos_2;
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vec4 tmpvar_8;
tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_8.x = pos_2.z;
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xlv_FOG = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
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tmpvar_10.xyz = worldN_1;
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gl_TexCoord[1] = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
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tmpvar_11.xyz = ((x1_7 + x2_5) + (unity_SHC.xyz * (
(worldN_1.x * worldN_1.x)
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-
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(worldN_1.y * worldN_1.y)
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)));
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gl_TexCoord[2] = tmpvar_11;
}
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// stats: 23 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 11 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _MainTex_ST (high float) 4x1 [-1]
// #2: _Object2World (high float) 4x4 [-1]
// #3: unity_SHAb (high float) 4x1 [-1]
// #4: unity_SHAg (high float) 4x1 [-1]
// #5: unity_SHAr (high float) 4x1 [-1]
// #6: unity_SHBb (high float) 4x1 [-1]
// #7: unity_SHBg (high float) 4x1 [-1]
// #8: unity_SHBr (high float) 4x1 [-1]
// #9: unity_SHC (high float) 4x1 [-1]
// #10: unity_Scale (high float) 4x1 [-1]