bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Internal-PrePassLighting-out.txt
2012-10-07 20:41:18 -07:00

21 lines
608 B
Text

uniform vec4 _ProjectionParams;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_2;
vec4 tmpvar_3;
tmpvar_3 = (tmpvar_1 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3.x;
tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
o_2.xy = (tmpvar_4 + tmpvar_3.w);
o_2.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
gl_TexCoord[0] = o_2;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = mix (((gl_ModelViewMatrix * gl_Vertex).xyz * vec3(-1.0, -1.0, 1.0)), gl_MultiTexCoord0.xyz, vec3(float((gl_MultiTexCoord0.z != 0.0))));
gl_TexCoord[1] = tmpvar_5;
}