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

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2012-04-03 23:30:07 -04:00
attribute vec4 TANGENT;
uniform vec3 _TerrainTreeLightDirections[4];
uniform vec4 _TerrainTreeLightColors[4];
void main ()
{
vec3 lightColor;
float tmpvar_1;
tmpvar_1 = (1.0 - abs (TANGENT.w));
vec4 tmpvar_2;
tmpvar_2.w = 0.0;
tmpvar_2.xyz = gl_Normal;
vec3 tmpvar_3;
tmpvar_3 = mix (gl_Normal, normalize ((tmpvar_2 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_1));
lightColor = gl_LightModel.ambient.xyz;
lightColor = (lightColor + (_TerrainTreeLightColors[0] * max (0.0, ((dot (_TerrainTreeLightDirections[0], tmpvar_3) * 0.5) + 0.5))).xyz);
lightColor = (lightColor + (_TerrainTreeLightColors[1] * max (0.0, ((dot (_TerrainTreeLightDirections[1], tmpvar_3) * 0.5) + 0.5))).xyz);
lightColor = (lightColor + (_TerrainTreeLightColors[2] * max (0.0, ((dot (_TerrainTreeLightDirections[2], tmpvar_3) * 0.5) + 0.5))).xyz);
lightColor = (lightColor + (_TerrainTreeLightColors[3] * max (0.0, ((dot (_TerrainTreeLightDirections[3], tmpvar_3) * 0.5) + 0.5))).xyz);
gl_Position = (gl_ModelViewProjectionMatrix * (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_1)));
vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
tmpvar_4.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = (lightColor * gl_Color.w);
gl_TexCoord[1] = tmpvar_5;
}