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

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uniform vec4 _ProjectionParams;
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uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
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void main ()
{
vec4 tmpvar_1;
vec4 pos_2;
pos_2.w = gl_Vertex.w;
pos_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = pos_2.xyz;
pos_2.xyz = mix (pos_2.xyz, (_TerrainEngineBendTree * tmpvar_3).xyz, gl_Color.www);
vec3 tmpvar_4;
tmpvar_4.xz = vec2(0.0, 0.0);
tmpvar_4.y = _SquashPlaneNormal.w;
vec4 tmpvar_5;
tmpvar_5.w = 1.0;
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tmpvar_5.xyz = mix ((pos_2.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_4 - pos_2.xyz))
* _SquashPlaneNormal.xyz)), pos_2.xyz, vec3(_SquashAmount));
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pos_2 = tmpvar_5;
mat3 tmpvar_6;
tmpvar_6[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
tmpvar_6[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
tmpvar_6[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
tmpvar_1.xyz = (tmpvar_6 * gl_Normal);
tmpvar_1.w = -(((gl_ModelViewMatrix * tmpvar_5).z * _ProjectionParams.w));
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_5);
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_7;
gl_TexCoord[1] = tmpvar_1;
}
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// stats: 17 alu 0 tex 0 flow
// inputs: 4
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 8 (total size: 0)
// #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #2: gl_ModelViewMatrix (high float) 4x4 [-1]
// #3: _ProjectionParams (high float) 4x1 [-1]
// #4: _Scale (high float) 4x1 [-1]
// #5: _SquashAmount (high float) 1x1 [-1]
// #6: _SquashPlaneNormal (high float) 4x1 [-1]
// #7: _TerrainEngineBendTree (high float) 4x4 [-1]