bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Slices3-out.txt

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uniform vec4 _LightShadowData;
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uniform mat4 _Object2World;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
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void main ()
{
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float z_1;
vec2 tmpvar_2;
z_1 = -((gl_ModelViewMatrix * gl_Vertex).z);
tmpvar_2.x = z_1;
tmpvar_2.y = ((z_1 * _LightShadowData.z) + _LightShadowData.w);
vec4 tmpvar_3;
tmpvar_3 = (_Object2World * gl_Vertex);
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
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tmpvar_4.xyz = (_World2Shadow * tmpvar_3).xyz;
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gl_TexCoord[0] = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
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tmpvar_5.xyz = (_World2Shadow1 * tmpvar_3).xyz;
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gl_TexCoord[1] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
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tmpvar_6.xyz = (_World2Shadow2 * tmpvar_3).xyz;
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gl_TexCoord[2] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
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tmpvar_7.xyz = (_World2Shadow3 * tmpvar_3).xyz;
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gl_TexCoord[3] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
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tmpvar_8.xy = tmpvar_2;
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gl_TexCoord[4] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
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tmpvar_9.xyz = tmpvar_3.xyz;
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gl_TexCoord[5] = tmpvar_9;
}
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// stats: 16 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 8 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _LightShadowData (high float) 4x1 [-1]
// #3: _Object2World (high float) 4x4 [-1]
// #4: _World2Shadow (high float) 4x4 [-1]
// #5: _World2Shadow1 (high float) 4x4 [-1]
// #6: _World2Shadow2 (high float) 4x4 [-1]
// #7: _World2Shadow3 (high float) 4x4 [-1]