bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Self-Illumin_Diffuse1-out.txt

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varying vec4 xlv_FOG;
uniform vec4 unity_LightmapST;
uniform vec4 unity_LightmapFade;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
uniform vec4 _Illum_ST;
void main ()
{
vec4 tmpvar_1;
vec3 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw);
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vec4 o_4;
vec4 tmpvar_5;
tmpvar_5 = (tmpvar_3 * 0.5);
vec2 tmpvar_6;
tmpvar_6.x = tmpvar_5.x;
tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
o_4.xy = (tmpvar_6 + tmpvar_5.w);
o_4.zw = tmpvar_3.zw;
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tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
gl_Position = tmpvar_3;
vec4 tmpvar_7;
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tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_7.x = tmpvar_3.z;
xlv_FOG = tmpvar_7;
gl_TexCoord[0] = tmpvar_1;
gl_TexCoord[1] = o_4;
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = tmpvar_2;
gl_TexCoord[2] = tmpvar_8;
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}