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

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2012-10-07 23:41:18 -04:00
uniform vec4 _MainTex_TexelSize;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_MultiTexCoord0.xy;
vec4 uv_2;
vec4 tmpvar_3;
tmpvar_3.zw = vec2(0.0, 0.0);
tmpvar_3.x = tmpvar_1.x;
tmpvar_3.y = tmpvar_1.y;
uv_2.xy = (gl_TextureMatrix[0] * tmpvar_3).xy;
uv_2.zw = vec2(0.0, 0.0);
float tmpvar_4;
tmpvar_4 = _MainTex_TexelSize.x;
float tmpvar_5;
tmpvar_5 = _MainTex_TexelSize.y;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 1.0);
tmpvar_6.x = -(_MainTex_TexelSize.x);
tmpvar_6.y = -(_MainTex_TexelSize.y);
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 1.0);
tmpvar_7.x = tmpvar_4;
tmpvar_7.y = -(_MainTex_TexelSize.y);
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 1.0);
tmpvar_8.x = tmpvar_4;
tmpvar_8.y = tmpvar_5;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.x = -(_MainTex_TexelSize.x);
tmpvar_9.y = tmpvar_5;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_TexCoord[0] = (uv_2 + tmpvar_6);
gl_TexCoord[1] = (uv_2 + tmpvar_7);
gl_TexCoord[2] = (uv_2 + tmpvar_8);
gl_TexCoord[3] = (uv_2 + tmpvar_9);
}