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

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uniform vec4 _ScratchOffsetScale;
uniform vec4 _GrainOffsetScale;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_MultiTexCoord0.xy;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.x = tmpvar_1.x;
tmpvar_2.y = tmpvar_1.y;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_3;
tmpvar_3.zw = vec2(0.0, 0.0);
tmpvar_3.xy = (gl_TextureMatrix[0] * tmpvar_2).xy;
gl_TexCoord[0] = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
tmpvar_4.xy = ((gl_MultiTexCoord0.xy * _GrainOffsetScale.zw) + _GrainOffsetScale.xy);
gl_TexCoord[1] = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _ScratchOffsetScale.zw) + _ScratchOffsetScale.xy);
gl_TexCoord[2] = tmpvar_5;
}