bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Tree_Bark_Shader_Rendertex-ir.txt

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2012-04-03 23:30:07 -04:00
struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
attribute vec4 TANGENT;
uniform vec3 _TerrainTreeLightDirections[4];
uniform vec4 _TerrainTreeLightColors[4];
v2f vert (
in appdata_full v
)
{
float diff;
vec3 lightDir;
int i;
vec3 lightColor;
v2f o;
int tmpvar_1;
tmpvar_1 = 0;
i = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * v.vertex);
o.pos = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3 = v.texcoord.xy;
o.uv = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = gl_LightModel.ambient.xyz;
lightColor = tmpvar_4;
while (true) {
if (!((i < 4))) {
break;
};
vec3 tmpvar_5;
tmpvar_5 = _TerrainTreeLightDirections[i];
lightDir = tmpvar_5.xyz.xyz;
float tmpvar_6;
tmpvar_6 = dot (lightDir.xyz, v.normal);
float tmpvar_7;
tmpvar_7 = max (0.0, tmpvar_6);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
diff = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = (_TerrainTreeLightColors[i] * diff).xyz;
vec3 tmpvar_10;
tmpvar_10 = (lightColor + tmpvar_9);
lightColor = tmpvar_10;
int _post_incdec_tmp;
_post_incdec_tmp = i;
int tmpvar_11;
tmpvar_11 = (i + 1);
i = tmpvar_11;
};
vec3 tmpvar_12;
tmpvar_12 = (lightColor * v.color.w);
o.color = tmpvar_12;
return o;
}
void main ()
{
appdata_full xlt_v;
v2f xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = TANGENT.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.tangent = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_Normal.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.normal = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_v.texcoord1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_Color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_v.color = tmpvar_12;
v2f tmpvar_13;
tmpvar_13 = vert (xlt_v);
v2f tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.pos.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_Position = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17.zw = vec2(0.0, 0.0);
tmpvar_17.xy = xl_retval.uv.xy;
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
gl_TexCoord[0] = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19.w = 0.0;
tmpvar_19.xyz = xl_retval.color.xyz;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_TexCoord[1] = tmpvar_20;
}