bgfx/3rdparty/glsl-optimizer/tests/vertex/z-treeleaf-out.txt

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2012-10-07 23:41:18 -04:00
varying vec2 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD2;
varying vec3 xlv_TEXCOORD1;
varying vec4 xlv_COLOR0;
varying vec2 xlv_TEXCOORD0;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform mat4 glstate_matrix_mvp;
uniform mat4 glstate_matrix_invtrans_modelview0;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _Wind;
uniform vec4 _Time;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
float tmpvar_3;
tmpvar_3 = (1.0 - abs(TANGENT.w));
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = gl_Normal;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = TANGENT.xyz;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = gl_Normal.xy;
vec4 tmpvar_7;
tmpvar_7 = (gl_Vertex + ((tmpvar_6 * glstate_matrix_invtrans_modelview0) * tmpvar_3));
vec3 tmpvar_8;
tmpvar_8 = mix (gl_Normal, normalize((tmpvar_4 * glstate_matrix_invtrans_modelview0)).xyz, vec3(tmpvar_3));
vec4 tmpvar_9;
tmpvar_9.w = -1.0;
tmpvar_9.xyz = normalize((tmpvar_5 * glstate_matrix_invtrans_modelview0)).xyz;
vec4 tmpvar_10;
tmpvar_10 = mix (TANGENT, tmpvar_9, vec4(tmpvar_3));
tmpvar_1.w = tmpvar_7.w;
tmpvar_2.w = tmpvar_10.w;
tmpvar_1.xyz = (tmpvar_7.xyz * _Scale.xyz);
vec4 pos_11;
pos_11.w = tmpvar_1.w;
vec3 bend_12;
float tmpvar_13;
tmpvar_13 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
vec2 tmpvar_14;
tmpvar_14.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_13)));
tmpvar_14.y = tmpvar_13;
vec4 tmpvar_15;
tmpvar_15 = abs(((fract((((fract(((_Time.yy + tmpvar_14).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0));
vec4 tmpvar_16;
tmpvar_16 = ((tmpvar_15 * tmpvar_15) * (3.0 - (2.0 * tmpvar_15)));
vec2 tmpvar_17;
tmpvar_17 = (tmpvar_16.xz + tmpvar_16.yw);
bend_12.xz = ((gl_Color.y * 0.1) * tmpvar_8).xz;
bend_12.y = (gl_MultiTexCoord1.y * 0.3);
pos_11.xyz = (tmpvar_1.xyz + (((tmpvar_17.xyx * bend_12) + ((_Wind.xyz * tmpvar_17.y) * gl_MultiTexCoord1.y)) * _Wind.w));
pos_11.xyz = (pos_11.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
vec3 tmpvar_18;
tmpvar_18 = mix ((pos_11.xyz - ((dot (_SquashPlaneNormal.xyz, pos_11.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_11.xyz, vec3(_SquashAmount));
vec4 tmpvar_19;
tmpvar_19.w = 1.0;
tmpvar_19.xyz = tmpvar_18;
tmpvar_1 = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.xyz = vec3(1.0, 1.0, 1.0);
tmpvar_20.w = gl_Color.w;
vec3 tmpvar_21;
tmpvar_21 = normalize(tmpvar_8);
tmpvar_2.xyz = normalize(tmpvar_10.xyz);
vec3 tmpvar_22;
tmpvar_22 = (((tmpvar_21.yzx * tmpvar_2.zxy) - (tmpvar_21.zxy * tmpvar_2.yzx)) * tmpvar_10.w);
mat3 tmpvar_23;
tmpvar_23[0].x = tmpvar_2.x;
tmpvar_23[0].y = tmpvar_22.x;
tmpvar_23[0].z = tmpvar_21.x;
tmpvar_23[1].x = tmpvar_2.y;
tmpvar_23[1].y = tmpvar_22.y;
tmpvar_23[1].z = tmpvar_21.y;
tmpvar_23[2].x = tmpvar_2.z;
tmpvar_23[2].y = tmpvar_22.z;
tmpvar_23[2].z = tmpvar_21.z;
vec4 tmpvar_24;
tmpvar_24.w = 1.0;
tmpvar_24.xyz = _WorldSpaceCameraPos;
gl_Position = (glstate_matrix_mvp * tmpvar_19);
xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
xlv_COLOR0 = tmpvar_20;
xlv_TEXCOORD1 = (tmpvar_23 * (_World2Object * _WorldSpaceLightPos0).xyz);
xlv_TEXCOORD2 = (tmpvar_23 * (((_World2Object * tmpvar_24).xyz * unity_Scale.w) - tmpvar_18));
xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_19)).xy;
}