bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-FX_Glass_Stained_BumpDistort-out.txt
2014-02-10 23:06:13 -08:00

29 lines
750 B
Text

void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_MultiTexCoord0.xy;
vec4 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_2.xy = ((tmpvar_3.xy + tmpvar_3.w) * 0.5);
tmpvar_2.zw = tmpvar_3.zw;
vec4 tmpvar_4;
tmpvar_4.zw = vec2(0.0, 0.0);
tmpvar_4.xy = tmpvar_1;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = tmpvar_1;
gl_Position = tmpvar_3;
gl_TexCoord[0] = tmpvar_2;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = (gl_TextureMatrix[1] * tmpvar_4).xy;
gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = (gl_TextureMatrix[2] * tmpvar_5).xy;
gl_TexCoord[2] = tmpvar_7;
}
// inputs: 2, stats: 9 alu 0 tex 0 flow