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

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2012-04-03 23:30:07 -04:00
struct v2f {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
struct appdata_t {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform vec4 _MainTex_ST;
v2f vert (
in appdata_t v
)
{
v2f o;
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v.vertex);
o.vertex = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = v.color;
o.color = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o.texcoord = tmpvar_3;
return o;
}
void main ()
{
appdata_t 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 = gl_Color.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.color = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = gl_MultiTexCoord0.xy;
vec2 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.texcoord = tmpvar_6;
v2f tmpvar_7;
tmpvar_7 = vert (xlt_v);
v2f tmpvar_8;
tmpvar_8 = tmpvar_7;
xl_retval = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = xl_retval.vertex.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
gl_Position = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = xl_retval.color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
gl_FrontColor = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13.zw = vec2(0.0, 0.0);
tmpvar_13.xy = xl_retval.texcoord.xy;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
gl_TexCoord[0] = tmpvar_14;
}