bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Internal-PrePassLighting-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 _ProjectionParams;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_i0;
vec4 tmpvar_2;
tmpvar_2 = (tmpvar_1 * 0.5);
o_i0 = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3.x = tmpvar_2.x;
tmpvar_3.y = (tmpvar_2.y * _ProjectionParams.x);
o_i0.xy = (tmpvar_3 + tmpvar_2.w);
o_i0.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
gl_TexCoord[0] = o_i0;
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = mix (((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_MultiTexCoord0.xyz, vec3(float((gl_MultiTexCoord0.z != 0.0))));
gl_TexCoord[1] = tmpvar_4;
}