bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Nature_Soft_Occlusion_Leaves3-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

34 lines
1.1 KiB
Text

uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _LightPositionRange;
void main ()
{
vec4 pos;
pos = gl_Vertex;
pos.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_1;
tmpvar_1.w = 0.0;
tmpvar_1.xyz = pos.xyz;
pos.xyz = mix (pos.xyz, (_TerrainEngineBendTree * tmpvar_1).xyz, gl_Color.www);
vec3 tmpvar_2;
tmpvar_2.xz = vec2(0.0, 0.0);
tmpvar_2.y = _SquashPlaneNormal.w;
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_2 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount));
pos = tmpvar_3;
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_3);
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = ((_Object2World * tmpvar_3).xyz - _LightPositionRange.xyz);
gl_TexCoord[0] = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[1] = tmpvar_5;
}