bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-for-out.txt

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2012-04-03 23:30:07 -04:00
varying vec4 xlv_TEXCOORD0;
uniform vec4 unity_LightPosition[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightAtten[4];
uniform mat4 UNITY_MATRIX_MVP;
uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_IT_MV;
void main ()
{
vec3 lightColor;
vec3 viewN;
vec3 viewpos;
viewpos = (UNITY_MATRIX_MV * gl_Vertex).xyz;
mat3 tmpvar_1;
tmpvar_1[0] = UNITY_MATRIX_IT_MV[0].xyz;
tmpvar_1[1] = UNITY_MATRIX_IT_MV[1].xyz;
tmpvar_1[2] = UNITY_MATRIX_IT_MV[2].xyz;
viewN = (tmpvar_1 * gl_Normal);
vec3 tmpvar_2;
tmpvar_2 = (unity_LightPosition[0].xyz - viewpos);
lightColor = (unity_LightColor[0].xyz * (max (0.0, dot (viewN, normalize (tmpvar_2))) * (1.0/((1.0 + (dot (tmpvar_2, tmpvar_2) * unity_LightAtten[0].z))))));
vec3 tmpvar_3;
tmpvar_3 = (unity_LightPosition[1].xyz - viewpos);
lightColor = (lightColor + (unity_LightColor[1].xyz * (max (0.0, dot (viewN, normalize (tmpvar_3))) * (1.0/((1.0 + (dot (tmpvar_3, tmpvar_3) * unity_LightAtten[1].z)))))));
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = (lightColor * 2.0);
gl_Position = (UNITY_MATRIX_MVP * gl_Vertex);
xlv_TEXCOORD0 = tmpvar_4;
}