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

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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;
void main ()
{
lowp vec3 tmpvar_1;
lowp vec3 tmpvar_2;
lowp vec3 tmpvar_3;
mat3 tmpvar_4;
tmpvar_4[0] = _Object2World[0].xyz;
tmpvar_4[1] = _Object2World[1].xyz;
tmpvar_4[2] = _Object2World[2].xyz;
highp vec3 tmpvar_5;
tmpvar_5 = (tmpvar_4 * attrNormal);
tmpvar_3 = tmpvar_5;
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highp vec3 tmpvar_6;
highp vec3 tmpvar_7;
tmpvar_6 = attrTangent.xyz;
tmpvar_7 = (((attrNormal.yzx * attrTangent.zxy) - (attrNormal.zxy * attrTangent.yzx)) * attrTangent.w);
highp mat3 tmpvar_8;
tmpvar_8[0].x = tmpvar_6.x;
tmpvar_8[0].y = tmpvar_7.x;
tmpvar_8[0].z = attrNormal.x;
tmpvar_8[1].x = tmpvar_6.y;
tmpvar_8[1].y = tmpvar_7.y;
tmpvar_8[1].z = attrNormal.y;
tmpvar_8[2].x = tmpvar_6.z;
tmpvar_8[2].y = tmpvar_7.z;
tmpvar_8[2].z = attrNormal.z;
highp vec3 tmpvar_9;
tmpvar_9 = (tmpvar_8 * (_World2Object * _WorldSpaceLightPos0).xyz);
tmpvar_1 = tmpvar_9;
highp vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = _WorldSpaceCameraPos;
highp vec3 tmpvar_11;
tmpvar_11 = normalize((tmpvar_9 + normalize((tmpvar_8 * (((_World2Object * tmpvar_10).xyz * unity_Scale.w) - attrVertex.xyz)))));
tmpvar_2 = tmpvar_11;
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gl_Position = (glstate_matrix_mvp * attrVertex);
varWorldN = tmpvar_3;
varLightDir = tmpvar_1;
varViewDir = tmpvar_2;
}