bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Camera-DepthTexture-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

134 lines
3.3 KiB
Text

struct v2f {
vec4 pos;
vec2 uv;
};
struct appdata_tree_billboard {
vec4 vertex;
vec4 color;
vec4 texcoord;
vec2 texcoord1;
};
uniform vec4 _TreeBillboardDistances;
uniform vec4 _TreeBillboardCameraUp;
uniform vec3 _TreeBillboardCameraRight;
uniform vec4 _TreeBillboardCameraPos;
uniform vec4 _TreeBillboardCameraFront;
void TerrainBillboardTree (
inout vec4 pos,
in vec2 offset,
in float offsetz
)
{
float absRadius;
float billboardRootOffsetFactor;
float billboardModeFactor;
float radius;
float billboardAngleFactor;
float treeDistanceSqr;
vec3 treePos;
vec3 tmpvar_1;
tmpvar_1 = (pos.xyz - _TreeBillboardCameraPos.xyz);
treePos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = dot (treePos, treePos);
float tmpvar_3;
tmpvar_3 = tmpvar_2;
treeDistanceSqr = tmpvar_3;
if ((treeDistanceSqr > _TreeBillboardDistances.x)) {
vec2 tmpvar_4;
tmpvar_4 = vec2(0.0, 0.0);
offset = tmpvar_4.xy.xy;
};
vec3 tmpvar_5;
tmpvar_5 = (pos.xyz + (_TreeBillboardCameraRight.xyz * offset.x));
pos.xyz = tmpvar_5.xyz.xyz;
float tmpvar_6;
tmpvar_6 = _TreeBillboardCameraPos.w;
billboardAngleFactor = tmpvar_6;
float tmpvar_7;
tmpvar_7 = mix (offset.y, offsetz, billboardAngleFactor);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
radius = tmpvar_8;
float tmpvar_9;
tmpvar_9 = _TreeBillboardCameraUp.w;
billboardModeFactor = tmpvar_9;
float tmpvar_10;
tmpvar_10 = _TreeBillboardCameraFront.w;
billboardRootOffsetFactor = tmpvar_10;
float tmpvar_11;
tmpvar_11 = abs (radius);
float tmpvar_12;
tmpvar_12 = tmpvar_11;
absRadius = tmpvar_12;
float tmpvar_13;
tmpvar_13 = max (0.0, radius);
vec3 tmpvar_14;
tmpvar_14 = vec3(billboardModeFactor);
vec3 tmpvar_15;
tmpvar_15 = mix (((((_TreeBillboardCameraUp.xyz * tmpvar_13) * 2.0) - (vec3(0.0, 1.0, 0.0) * absRadius)) - ((_TreeBillboardCameraUp.xyz * absRadius) * billboardRootOffsetFactor)), (_TreeBillboardCameraUp.xyz * radius), tmpvar_14);
vec3 tmpvar_16;
tmpvar_16 = (pos.xyz + tmpvar_15);
pos.xyz = tmpvar_16.xyz.xyz;
}
v2f vert (
in appdata_tree_billboard v
)
{
v2f o;
TerrainBillboardTree (v.vertex, v.texcoord1.xy, v.texcoord.y);
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v.vertex);
o.pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = v.texcoord.x;
o.uv.x = tmpvar_2;
float tmpvar_3;
tmpvar_3 = float((v.texcoord.y > 0.0));
o.uv.y = vec2(tmpvar_3).y;
return o;
}
void main ()
{
appdata_tree_billboard xlt_v;
v2f xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = gl_Color.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.color = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.texcoord = tmpvar_6;
vec2 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord1.xy;
vec2 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord1 = tmpvar_8;
v2f tmpvar_9;
tmpvar_9 = vert (xlt_v);
v2f tmpvar_10;
tmpvar_10 = tmpvar_9;
xl_retval = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = xl_retval.pos.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
gl_Position = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13.zw = vec2(0.0, 0.0);
tmpvar_13.xy = xl_retval.uv.xy;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
gl_TexCoord[0] = tmpvar_14;
}