bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Camera-DepthNormalTexture1-out.txt

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uniform vec4 _ProjectionParams;
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uniform vec4 _WaveAndDistance;
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void main ()
{
vec4 tmpvar_1;
vec4 vertex_2;
vertex_2.yw = gl_Vertex.yw;
vec3 waveMove_3;
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vec4 s_4;
vec4 waves_5;
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waveMove_3.y = 0.0;
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waves_5 = (gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y));
waves_5 = (waves_5 + (gl_Vertex.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y)));
waves_5 = (waves_5 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)));
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vec4 tmpvar_6;
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tmpvar_6 = fract(waves_5);
waves_5 = tmpvar_6;
vec4 val_7;
vec4 s_8;
vec4 r2_9;
vec4 r1_10;
vec4 r5_11;
val_7 = ((tmpvar_6 * 6.40885) - 3.14159);
r5_11 = (val_7 * val_7);
r1_10 = (r5_11 * val_7);
r2_9 = (r1_10 * r5_11);
s_8 = (((val_7 +
(r1_10 * -0.161616)
) + (r2_9 * 0.0083333)) + ((r2_9 * r5_11) * -0.00019841));
s_4 = (s_8 * s_8);
s_4 = (s_4 * s_4);
s_4 = (s_4 * (gl_Color.w * _WaveAndDistance.z));
waveMove_3.x = dot (s_4, vec4(0.024, 0.04, -0.12, 0.096));
waveMove_3.z = dot (s_4, vec4(0.006, 0.02, -0.02, 0.1));
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vertex_2.xz = (gl_Vertex.xz - (waveMove_3.xz * _WaveAndDistance.z));
tmpvar_1.xyz = vec3(0.0, 0.0, 1.0);
tmpvar_1.w = -(((gl_ModelViewMatrix * vertex_2).z * _ProjectionParams.w));
gl_Position = (gl_ModelViewProjectionMatrix * vertex_2);
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vec4 tmpvar_12;
tmpvar_12.zw = vec2(0.0, 0.0);
tmpvar_12.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_12;
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gl_TexCoord[1] = tmpvar_1;
}
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// stats: 35 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 4 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _ProjectionParams (high float) 4x1 [-1]
// #3: _WaveAndDistance (high float) 4x1 [-1]