bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Reflective_Specular2-out.txt

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2012-04-03 23:30:07 -04:00
varying vec4 xlv_FOG;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = _WorldSpaceCameraPos;
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
vec4 o_i0;
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_1 * 0.5);
o_i0 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_i0.xy = (tmpvar_5 + tmpvar_4.w);
o_i0.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
vec4 tmpvar_6;
tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = tmpvar_1.z;
xlv_FOG = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = (tmpvar_3 * reflect ((gl_Vertex.xyz - ((_World2Object * tmpvar_2).xyz * unity_Scale.w)), gl_Normal));
gl_TexCoord[1] = tmpvar_8;
gl_TexCoord[2] = o_i0;
}