mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
66 lines
2.1 KiB
Text
66 lines
2.1 KiB
Text
uniform vec4 _Control_ST;
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uniform vec4 _ProjectionParams;
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uniform vec4 _Splat0_ST;
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uniform vec4 _Splat1_ST;
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uniform vec4 _Splat2_ST;
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uniform vec4 _Splat3_ST;
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uniform vec4 unity_LightmapFade;
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uniform vec4 unity_LightmapST;
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varying vec4 xlv_FOG;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 tmpvar_2;
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vec3 tmpvar_3;
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vec4 pos_4;
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pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw);
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tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw);
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tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw);
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tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw);
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vec4 o_5;
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o_5 = (pos_4 * 0.5);
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vec2 tmpvar_6;
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tmpvar_6.x = o_5.x;
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tmpvar_6.y = (o_5.y * _ProjectionParams.x);
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o_5.xy = (tmpvar_6 + o_5.w);
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o_5.zw = pos_4.zw;
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tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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tmpvar_3.z = ((-(
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(gl_ModelViewMatrix * gl_Vertex)
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.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
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gl_Position = pos_4;
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vec4 tmpvar_7;
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tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_7.x = pos_4.z;
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xlv_FOG = tmpvar_7;
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gl_TexCoord[0] = tmpvar_1;
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gl_TexCoord[1] = tmpvar_2;
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 0.0);
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tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw);
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gl_TexCoord[2] = tmpvar_8;
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gl_TexCoord[3] = o_5;
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vec4 tmpvar_9;
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tmpvar_9.w = 0.0;
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tmpvar_9.xyz = tmpvar_3;
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gl_TexCoord[4] = tmpvar_9;
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}
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// stats: 23 alu 0 tex 0 flow
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// inputs: 3
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// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
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// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #2: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 10 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
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// #2: _Control_ST (high float) 4x1 [-1]
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// #3: _ProjectionParams (high float) 4x1 [-1]
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// #4: _Splat0_ST (high float) 4x1 [-1]
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// #5: _Splat1_ST (high float) 4x1 [-1]
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// #6: _Splat2_ST (high float) 4x1 [-1]
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// #7: _Splat3_ST (high float) 4x1 [-1]
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// #8: unity_LightmapFade (high float) 4x1 [-1]
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// #9: unity_LightmapST (high float) 4x1 [-1]
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