bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Surface_Slices3-out.txt

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2012-04-03 23:30:07 -04:00
uniform mat4 _World2Shadow3;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow;
uniform mat4 _Object2World;
uniform vec4 _LightShadowData;
void main ()
{
vec2 tmpvar_1;
float tmpvar_2;
tmpvar_2 = -((gl_ModelViewMatrix * gl_Vertex).z);
tmpvar_1.x = tmpvar_2;
tmpvar_1.y = ((tmpvar_2 * _LightShadowData.z) + _LightShadowData.w);
vec4 tmpvar_3;
tmpvar_3 = (_Object2World * gl_Vertex);
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = (_World2Shadow * tmpvar_3).xyz;
gl_TexCoord[0] = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = (_World2Shadow1 * tmpvar_3).xyz;
gl_TexCoord[1] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = (_World2Shadow2 * tmpvar_3).xyz;
gl_TexCoord[2] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = (_World2Shadow3 * tmpvar_3).xyz;
gl_TexCoord[3] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = tmpvar_1;
gl_TexCoord[4] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (_Object2World * gl_Vertex).xyz;
gl_TexCoord[5] = tmpvar_9;
}