bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_TerrainEngine_Details_BillboardWavingDoublePass2-out.txt

68 lines
2.2 KiB
Text
Raw Normal View History

2012-04-03 23:30:07 -04:00
attribute vec4 TANGENT;
uniform vec4 unity_LightShadowBias;
uniform vec4 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform vec4 _MainTex_ST;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
void main ()
{
vec4 tmpvar_1;
vec2 tmpvar_2;
vec4 pos;
pos = gl_Vertex;
vec2 offset;
offset = TANGENT.xy;
vec3 tmpvar_3;
tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz);
float tmpvar_4;
tmpvar_4 = dot (tmpvar_3, tmpvar_3);
if ((tmpvar_4 > _WaveAndDistance.w)) {
offset = vec2(0.0, 0.0);
};
pos.xyz = (gl_Vertex.xyz + (offset.x * _CameraRight));
pos.xyz = (pos.xyz + (offset.y * _CameraUp));
vec4 vertex;
vertex = pos;
vec4 outColor;
vec3 waveMove;
waveMove = vec3(0.0, 0.0, 0.0);
vec4 tmpvar_5;
tmpvar_5 = ((fract ((((pos.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_5 * tmpvar_5);
vec4 tmpvar_7;
tmpvar_7 = (tmpvar_6 * tmpvar_5);
vec4 tmpvar_8;
tmpvar_8 = (tmpvar_7 * tmpvar_6);
vec4 tmpvar_9;
tmpvar_9 = (((tmpvar_5 + (tmpvar_7 * -0.161616)) + (tmpvar_8 * 0.0083333)) + ((tmpvar_8 * tmpvar_6) * -0.00019841));
vec4 tmpvar_10;
tmpvar_10 = (tmpvar_9 * tmpvar_9);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_10 * tmpvar_10);
vec4 tmpvar_12;
tmpvar_12 = (tmpvar_11 * TANGENT.y);
waveMove.x = dot (tmpvar_12, vec4(0.024, 0.04, -0.12, 0.096));
waveMove.z = dot (tmpvar_12, vec4(0.006, 0.02, -0.02, 0.1));
vertex.xz = (pos.xz - (waveMove.xz * _WaveAndDistance.z));
outColor.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_11, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0);
outColor.w = 1.0;
tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
vec4 tmpvar_13;
tmpvar_13 = (gl_ModelViewProjectionMatrix * vertex);
tmpvar_1 = tmpvar_13;
tmpvar_1.z = (tmpvar_13.z + unity_LightShadowBias.x);
if ((tmpvar_1.z < -(tmpvar_13.w))) {
tmpvar_1.z = -(tmpvar_13.w);
};
gl_Position = tmpvar_1;
vec4 tmpvar_14;
tmpvar_14.zw = vec2(0.0, 0.0);
tmpvar_14.xy = tmpvar_2;
gl_TexCoord[1] = tmpvar_14;
gl_FrontColor = outColor;
}