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

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varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 _WorldSpaceLightPos0;
uniform mat4 _World2Object;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
uniform vec4 _BumpMap_ST;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec3 tmpvar_3;
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tmpvar_3 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_4;
tmpvar_4[0].x = TANGENT.x;
tmpvar_4[0].y = tmpvar_3.x;
tmpvar_4[0].z = gl_Normal.x;
tmpvar_4[1].x = TANGENT.y;
tmpvar_4[1].y = tmpvar_3.y;
tmpvar_4[1].z = gl_Normal.y;
tmpvar_4[2].x = TANGENT.z;
tmpvar_4[2].y = tmpvar_3.z;
tmpvar_4[2].z = gl_Normal.z;
gl_Position = tmpvar_2;
vec4 tmpvar_5;
tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_5.x = tmpvar_2.z;
xlv_FOG = tmpvar_5;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = (tmpvar_4 * (_World2Object * _WorldSpaceLightPos0).xyz);
gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = (_LightMatrix0 * (_Object2World * gl_Vertex)).xy;
gl_TexCoord[2] = tmpvar_7;
}