bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-matrix-transpose-mul-irES.txt

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2012-04-03 23:30:07 -04:00
struct v2f_surf {
highp vec4 pos;
lowp vec3 lightDir;
lowp vec3 viewDir;
lowp vec3 worldN;
};
struct appdata {
highp vec4 vertex;
highp vec4 tangent;
highp vec3 normal;
};
varying lowp vec3 varViewDir;
varying lowp vec3 varLightDir;
varying lowp vec3 varWorldN;
uniform highp vec4 unity_Scale;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp mat4 _World2Object;
uniform highp mat4 _Object2World;
attribute vec4 attrTangent;
attribute vec3 attrNormal;
attribute vec4 attrVertex;
uniform mat4 glstate_matrix_mvp;
attribute lowp vec4 _glesColor;
attribute highp vec4 _glesMultiTexCoord1;
attribute highp vec4 _glesMultiTexCoord0;
attribute mediump vec3 _glesNormal;
attribute highp vec4 _glesVertex;
mat3 xll_transpose (
in mat3 m
)
{
mat3 tmpvar_1;
float tmpvar_2;
tmpvar_2 = m[0][0];
tmpvar_1[0].x = tmpvar_2;
float tmpvar_3;
tmpvar_3 = m[1][0];
tmpvar_1[0].y = tmpvar_3;
float tmpvar_4;
tmpvar_4 = m[2][0];
tmpvar_1[0].z = tmpvar_4;
float tmpvar_5;
tmpvar_5 = m[0][1];
tmpvar_1[1].x = tmpvar_5;
float tmpvar_6;
tmpvar_6 = m[1][1];
tmpvar_1[1].y = tmpvar_6;
float tmpvar_7;
tmpvar_7 = m[2][1];
tmpvar_1[1].z = tmpvar_7;
float tmpvar_8;
tmpvar_8 = m[0][2];
tmpvar_1[2].x = tmpvar_8;
float tmpvar_9;
tmpvar_9 = m[1][2];
tmpvar_1[2].y = tmpvar_9;
float tmpvar_10;
tmpvar_10 = m[2][2];
tmpvar_1[2].z = tmpvar_10;
return tmpvar_1;
}
mat3 xll_constructMat3 (
in mat4 m
)
{
vec3 tmpvar_1;
tmpvar_1 = m[0].xyz;
vec3 tmpvar_2;
tmpvar_2 = m[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = m[2].xyz;
mat3 tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = tmpvar_1;
tmpvar_4[0] = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
tmpvar_4[1] = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
tmpvar_4[2] = tmpvar_7;
return tmpvar_4;
}
vec3 ObjSpaceViewDir (
in highp vec4 v
)
{
highp vec3 objSpaceCameraPos;
highp vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = _WorldSpaceCameraPos.xyz.xyz;
highp vec3 tmpvar_2;
tmpvar_2 = ((_World2Object * tmpvar_1).xyz * unity_Scale.w);
objSpaceCameraPos = tmpvar_2;
return (objSpaceCameraPos - v.xyz);
}
vec3 ObjSpaceLightDir (
in highp vec4 v
)
{
highp vec3 objSpaceLightPos;
highp vec3 tmpvar_1;
tmpvar_1 = (_World2Object * _WorldSpaceLightPos0).xyz;
objSpaceLightPos = tmpvar_1;
return objSpaceLightPos.xyz;
}
v2f_surf vert_surf (
in appdata v
)
{
highp vec3 viewDirForLight;
highp vec3 lightDir;
highp mat3 rotation;
highp vec3 binormal;
highp vec3 worldN;
v2f_surf o;
highp vec4 tmpvar_1;
tmpvar_1 = (glstate_matrix_mvp * v.vertex);
o.pos = tmpvar_1;
mat3 tmpvar_2;
tmpvar_2 = (xll_constructMat3 (_Object2World));
highp vec3 tmpvar_3;
tmpvar_3 = (tmpvar_2 * v.normal);
worldN = tmpvar_3;
highp vec3 tmpvar_4;
tmpvar_4 = worldN;
o.worldN = tmpvar_4;
highp vec3 tmpvar_5;
tmpvar_5 = cross (v.normal, v.tangent.xyz);
highp vec3 tmpvar_6;
tmpvar_6 = (tmpvar_5 * v.tangent.w);
binormal = tmpvar_6;
mat3 tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = v.tangent.xyz;
tmpvar_7[0] = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = binormal;
tmpvar_7[1] = tmpvar_9;
vec3 tmpvar_10;
tmpvar_10 = v.normal;
tmpvar_7[2] = tmpvar_10;
mat3 tmpvar_11;
tmpvar_11 = (xll_transpose (tmpvar_7));
mat3 tmpvar_12;
tmpvar_12 = (tmpvar_11);
rotation = (tmpvar_12);
highp vec3 tmpvar_13;
tmpvar_13 = ObjSpaceLightDir (v.vertex);
highp vec3 tmpvar_14;
tmpvar_14 = (rotation * tmpvar_13);
lightDir = tmpvar_14;
highp vec3 tmpvar_15;
tmpvar_15 = lightDir;
o.lightDir = tmpvar_15;
highp vec3 tmpvar_16;
tmpvar_16 = ObjSpaceViewDir (v.vertex);
highp vec3 tmpvar_17;
tmpvar_17 = (rotation * tmpvar_16);
viewDirForLight = tmpvar_17;
highp vec3 tmpvar_18;
tmpvar_18 = normalize (viewDirForLight);
highp vec3 tmpvar_19;
tmpvar_19 = normalize ((lightDir + tmpvar_18));
highp vec3 tmpvar_20;
tmpvar_20 = tmpvar_19;
o.viewDir = tmpvar_20;
return o;
}
void main ()
{
v2f_surf rv;
appdata v;
vec4 tmpvar_1;
tmpvar_1 = attrVertex;
v.vertex = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = attrTangent;
v.tangent = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = attrNormal;
v.normal = tmpvar_3;
v2f_surf tmpvar_4;
tmpvar_4 = vert_surf (v);
v2f_surf tmpvar_5;
tmpvar_5 = tmpvar_4;
rv = tmpvar_5;
highp vec4 tmpvar_6;
tmpvar_6 = rv.pos;
gl_Position = tmpvar_6;
lowp vec3 tmpvar_7;
tmpvar_7 = rv.worldN;
varWorldN = tmpvar_7;
lowp vec3 tmpvar_8;
tmpvar_8 = rv.lightDir;
varLightDir = tmpvar_8;
lowp vec3 tmpvar_9;
tmpvar_9 = rv.viewDir;
varViewDir = tmpvar_9;
}