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

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2012-04-03 23:30:07 -04:00
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _Wind;
uniform float _TimeX;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
uniform vec4 _Color;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
float tmpvar_3;
tmpvar_3 = (1.0 - abs (TANGENT.w));
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = gl_Normal;
vec4 tmpvar_5;
tmpvar_5.yw = vec2(0.0, 0.0);
tmpvar_5.x = gl_Normal.z;
tmpvar_5.z = -(gl_Normal.x);
vec4 tmpvar_6;
tmpvar_6 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3));
vec3 tmpvar_7;
tmpvar_7 = mix (gl_Normal, normalize ((tmpvar_4 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_3));
vec4 tmpvar_8;
tmpvar_8.w = -1.0;
tmpvar_8.xyz = normalize ((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz;
vec4 tmpvar_9;
tmpvar_9 = mix (TANGENT, tmpvar_8, vec4(tmpvar_3));
tmpvar_1 = tmpvar_6;
tmpvar_2 = tmpvar_9;
tmpvar_1.xyz = (tmpvar_6.xyz * _Scale.xyz);
vec4 pos_i0;
pos_i0 = tmpvar_1;
vec3 bend;
float tmpvar_10;
tmpvar_10 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
vec2 tmpvar_11;
tmpvar_11.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_10)));
tmpvar_11.y = tmpvar_10;
vec4 tmpvar_12;
tmpvar_12 = abs (((fract ((((fract (((_TimeX + tmpvar_11).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0));
vec4 tmpvar_13;
tmpvar_13 = ((tmpvar_12 * tmpvar_12) * (3.0 - (2.0 * tmpvar_12)));
vec2 tmpvar_14;
tmpvar_14 = (tmpvar_13.xz + tmpvar_13.yw);
bend = ((gl_Color.y * 0.1) * tmpvar_7);
bend.y = (gl_MultiTexCoord1.y * 0.3);
pos_i0.xyz = (tmpvar_1.xyz + (((tmpvar_14.xyx * bend) + ((_Wind.xyz * tmpvar_14.y) * gl_MultiTexCoord1.y)) * _Wind.w));
pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
vec3 tmpvar_15;
tmpvar_15.xz = vec2(0.0, 0.0);
tmpvar_15.y = _SquashPlaneNormal.w;
vec3 tmpvar_16;
tmpvar_16 = mix ((pos_i0.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_15 - pos_i0.xyz)) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount));
vec4 tmpvar_17;
tmpvar_17.w = 1.0;
tmpvar_17.xyz = tmpvar_16;
tmpvar_1 = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18.xyz = (gl_Color.w * _Color.xyz);
tmpvar_18.w = _Color.w;
vec3 tmpvar_19;
tmpvar_19 = normalize (tmpvar_7);
tmpvar_2.xyz = normalize (tmpvar_9.xyz);
vec4 tmpvar_20;
tmpvar_20 = (gl_ModelViewProjectionMatrix * tmpvar_17);
vec3 tmpvar_21;
tmpvar_21 = (cross (tmpvar_19, tmpvar_2.xyz) * tmpvar_9.w);
mat3 tmpvar_22;
tmpvar_22[0].x = tmpvar_2.x;
tmpvar_22[0].y = tmpvar_21.x;
tmpvar_22[0].z = tmpvar_19.x;
tmpvar_22[1].x = tmpvar_2.y;
tmpvar_22[1].y = tmpvar_21.y;
tmpvar_22[1].z = tmpvar_19.y;
tmpvar_22[2].x = tmpvar_2.z;
tmpvar_22[2].y = tmpvar_21.z;
tmpvar_22[2].z = tmpvar_19.z;
vec4 tmpvar_23;
tmpvar_23.w = 1.0;
tmpvar_23.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_20;
vec4 tmpvar_24;
tmpvar_24.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_24.x = tmpvar_20.z;
xlv_FOG = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25.zw = vec2(0.0, 0.0);
tmpvar_25.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_25;
gl_FrontColor = tmpvar_18;
vec4 tmpvar_26;
tmpvar_26.w = 0.0;
tmpvar_26.xyz = (tmpvar_22 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - tmpvar_16));
gl_TexCoord[1] = tmpvar_26;
vec4 tmpvar_27;
tmpvar_27.w = 0.0;
tmpvar_27.xyz = (tmpvar_22 * (((_World2Object * tmpvar_23).xyz * unity_Scale.w) - tmpvar_16));
gl_TexCoord[2] = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28.w = 0.0;
tmpvar_28.xyz = (_LightMatrix0 * (_Object2World * tmpvar_17)).xyz;
gl_TexCoord[3] = tmpvar_28;
}