bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Reflective_Bumped_Diffuse1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

76 lines
2.4 KiB
Text

varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_LightmapST;
uniform vec4 unity_LightmapFade;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
vec4 tmpvar_1;
vec3 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = _WorldSpaceCameraPos;
mat3 tmpvar_5;
tmpvar_5[0] = _Object2World[0].xyz;
tmpvar_5[1] = _Object2World[1].xyz;
tmpvar_5[2] = _Object2World[2].xyz;
vec3 tmpvar_6;
tmpvar_6 = (tmpvar_5 * (gl_Vertex.xyz - ((_World2Object * tmpvar_4).xyz * unity_Scale.w)));
vec3 tmpvar_7;
tmpvar_7 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
mat3 tmpvar_8;
tmpvar_8[0].x = TANGENT.x;
tmpvar_8[0].y = tmpvar_7.x;
tmpvar_8[0].z = gl_Normal.x;
tmpvar_8[1].x = TANGENT.y;
tmpvar_8[1].y = tmpvar_7.y;
tmpvar_8[1].z = gl_Normal.y;
tmpvar_8[2].x = TANGENT.z;
tmpvar_8[2].y = tmpvar_7.z;
tmpvar_8[2].z = gl_Normal.z;
vec4 tmpvar_9;
tmpvar_9.xyz = (tmpvar_8 * _Object2World[0].xyz);
tmpvar_9.w = tmpvar_6.x;
vec4 tmpvar_10;
tmpvar_10.xyz = (tmpvar_8 * _Object2World[1].xyz);
tmpvar_10.w = tmpvar_6.y;
vec4 tmpvar_11;
tmpvar_11.xyz = (tmpvar_8 * _Object2World[2].xyz);
tmpvar_11.w = tmpvar_6.z;
vec4 o_i0;
vec4 tmpvar_12;
tmpvar_12 = (tmpvar_3 * 0.5);
o_i0 = tmpvar_12;
vec2 tmpvar_13;
tmpvar_13.x = tmpvar_12.x;
tmpvar_13.y = (tmpvar_12.y * _ProjectionParams.x);
o_i0.xy = (tmpvar_13 + tmpvar_12.w);
o_i0.zw = tmpvar_3.zw;
tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
gl_Position = tmpvar_3;
vec4 tmpvar_14;
tmpvar_14.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_14.x = tmpvar_3.z;
xlv_FOG = tmpvar_14;
gl_TexCoord[0] = tmpvar_1;
gl_TexCoord[1] = o_i0;
gl_TexCoord[2] = (tmpvar_9 * unity_Scale.w);
gl_TexCoord[3] = (tmpvar_10 * unity_Scale.w);
gl_TexCoord[4] = (tmpvar_11 * unity_Scale.w);
vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = tmpvar_2;
gl_TexCoord[5] = tmpvar_15;
}