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

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uniform sampler2D _MainTex;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.xzw = gl_Vertex.xzw;
tmpvar_1.y = (gl_Vertex.y + (texture2DLod (_MainTex, gl_MultiTexCoord0.xy, 0.0).x * 2.0));
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_1);
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_2;
}
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// stats: 4 alu 1 tex 0 flow
// inputs: 2
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]