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

94 lines
2.7 KiB
Text

uniform vec3 _TerrainTreeLightDirections[4];
uniform float _TranslucencyViewDependency;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
void main ()
{
vec3 viewDir_1;
vec3 tmpvar_2;
vec3 tmpvar_3;
vec3 tmpvar_4;
float tmpvar_5;
tmpvar_5 = (1.0 - abs(TANGENT.w));
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = gl_Normal;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = gl_Normal.xy;
vec4 tmpvar_8;
tmpvar_8 = (gl_Vertex + ((tmpvar_7 * gl_ModelViewMatrixInverseTranspose) * tmpvar_5));
vec3 tmpvar_9;
tmpvar_9 = mix (gl_Normal, normalize((tmpvar_6 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_5));
vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = _WorldSpaceCameraPos;
viewDir_1 = normalize(((
(_World2Object * tmpvar_10)
.xyz * unity_Scale.w) - tmpvar_8.xyz));
vec3 tmpvar_11;
tmpvar_11 = _TerrainTreeLightDirections[0];
float tmpvar_12;
tmpvar_12 = dot (tmpvar_9, tmpvar_11);
tmpvar_2.x = (mix (clamp (
-(tmpvar_12)
, 0.0, 1.0), clamp (
dot (viewDir_1, -(tmpvar_11))
, 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
tmpvar_3.x = max (0.0, ((tmpvar_12 * 0.6) + 0.4));
tmpvar_4.x = max (0.0, dot (tmpvar_9, normalize(
(tmpvar_11 + viewDir_1)
)));
vec3 tmpvar_13;
tmpvar_13 = _TerrainTreeLightDirections[1];
float tmpvar_14;
tmpvar_14 = dot (tmpvar_9, tmpvar_13);
tmpvar_2.y = (mix (clamp (
-(tmpvar_14)
, 0.0, 1.0), clamp (
dot (viewDir_1, -(tmpvar_13))
, 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
tmpvar_3.y = max (0.0, ((tmpvar_14 * 0.6) + 0.4));
tmpvar_4.y = max (0.0, dot (tmpvar_9, normalize(
(tmpvar_13 + viewDir_1)
)));
vec3 tmpvar_15;
tmpvar_15 = _TerrainTreeLightDirections[2];
float tmpvar_16;
tmpvar_16 = dot (tmpvar_9, tmpvar_15);
tmpvar_2.z = (mix (clamp (
-(tmpvar_16)
, 0.0, 1.0), clamp (
dot (viewDir_1, -(tmpvar_15))
, 0.0, 1.0), _TranslucencyViewDependency) * 2.0);
tmpvar_3.z = max (0.0, ((tmpvar_16 * 0.6) + 0.4));
tmpvar_4.z = max (0.0, dot (tmpvar_9, normalize(
(tmpvar_15 + viewDir_1)
)));
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_8);
vec4 tmpvar_17;
tmpvar_17.zw = vec2(0.0, 0.0);
tmpvar_17.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18.w = 0.0;
tmpvar_18.xyz = gl_Color.www;
gl_TexCoord[1] = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19.w = 0.0;
tmpvar_19.xyz = tmpvar_2;
gl_TexCoord[2] = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.w = 0.0;
tmpvar_20.xyz = tmpvar_3;
gl_TexCoord[3] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21.w = 0.0;
tmpvar_21.xyz = tmpvar_4;
gl_TexCoord[4] = tmpvar_21;
}
// inputs: 5, stats: 75 alu 0 tex 0 flow