bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Custom_Data1-out.txt

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uniform mat4 _LightMatrix0;
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uniform mat4 _Object2World;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
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vec4 pos_1;
pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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mat3 tmpvar_2;
tmpvar_2[0] = _Object2World[0].xyz;
tmpvar_2[1] = _Object2World[1].xyz;
tmpvar_2[2] = _Object2World[2].xyz;
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gl_Position = pos_1;
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vec4 tmpvar_3;
tmpvar_3.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_3.x = pos_1.z;
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xlv_FOG = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = ((gl_Normal * 0.5) + 0.5);
gl_TexCoord[0] = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = (tmpvar_2 * (gl_Normal * unity_Scale.w));
gl_TexCoord[1] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = _WorldSpaceLightPos0.xyz;
gl_TexCoord[2] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = (_LightMatrix0 * (_Object2World * gl_Vertex)).xy;
gl_TexCoord[3] = tmpvar_7;
}
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// stats: 12 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Normal (high float) 3x1 [-1] loc 2
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 5 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _LightMatrix0 (high float) 4x4 [-1]
// #2: _Object2World (high float) 4x4 [-1]
// #3: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// #4: unity_Scale (high float) 4x1 [-1]