bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Glow_Downsample-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 _MainTex_TexelSize;
void main ()
{
vec4 uv;
vec4 tmpvar_1[4];
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.x = gl_MultiTexCoord0.x;
tmpvar_2.y = gl_MultiTexCoord0.y;
uv.xy = (gl_TextureMatrix[0] * tmpvar_2).xy;
uv.zw = vec2(0.0, 0.0);
vec4 tmpvar_3;
tmpvar_3.zw = vec2(0.0, 1.0);
tmpvar_3.x = -(_MainTex_TexelSize.x);
tmpvar_3.y = -(_MainTex_TexelSize.y);
tmpvar_1[0] = (uv + tmpvar_3);
vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 1.0);
tmpvar_4.x = _MainTex_TexelSize.x;
tmpvar_4.y = -(_MainTex_TexelSize.y);
tmpvar_1[1] = (uv + tmpvar_4);
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 1.0);
tmpvar_5.x = _MainTex_TexelSize.x;
tmpvar_5.y = _MainTex_TexelSize.y;
tmpvar_1[2] = (uv + tmpvar_5);
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 1.0);
tmpvar_6.x = -(_MainTex_TexelSize.x);
tmpvar_6.y = _MainTex_TexelSize.y;
tmpvar_1[3] = (uv + tmpvar_6);
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_TexCoord[0] = tmpvar_1[0];
gl_TexCoord[1] = tmpvar_1[1];
gl_TexCoord[2] = tmpvar_1[2];
gl_TexCoord[3] = tmpvar_1[3];
}