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

41 lines
1.4 KiB
Text

uniform vec4 _TerrainTreeLightColors[4];
uniform vec3 _TerrainTreeLightDirections[4];
attribute vec4 TANGENT;
void main ()
{
vec3 lightColor_1;
float tmpvar_2;
tmpvar_2 = (1.0 - abs(TANGENT.w));
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = gl_Normal;
vec3 tmpvar_4;
tmpvar_4 = mix (gl_Normal, normalize((tmpvar_3 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_2));
lightColor_1 = gl_LightModel.ambient.xyz;
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0,
((dot (_TerrainTreeLightDirections[0], tmpvar_4) * 0.5) + 0.5)
)).xyz);
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0,
((dot (_TerrainTreeLightDirections[1], tmpvar_4) * 0.5) + 0.5)
)).xyz);
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0,
((dot (_TerrainTreeLightDirections[2], tmpvar_4) * 0.5) + 0.5)
)).xyz);
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0,
((dot (_TerrainTreeLightDirections[3], tmpvar_4) * 0.5) + 0.5)
)).xyz);
gl_Position = (gl_ModelViewProjectionMatrix * (gl_Vertex + (
(TANGENT * gl_ModelViewMatrixInverseTranspose)
* tmpvar_2)));
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = (lightColor_1 * gl_Color.w);
gl_TexCoord[1] = tmpvar_6;
}
// inputs: 5, stats: 37 alu 0 tex 0 flow