bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Tree_Editor_Bark_Shader1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

96 lines
3.1 KiB
Text

varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _Wind;
uniform float _TimeX;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
uniform vec4 _Color;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_1 = gl_Vertex;
tmpvar_2 = TANGENT;
tmpvar_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 pos;
pos = tmpvar_1;
vec3 bend;
float tmpvar_3;
tmpvar_3 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
vec2 tmpvar_4;
tmpvar_4.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_3)));
tmpvar_4.y = tmpvar_3;
vec4 tmpvar_5;
tmpvar_5 = abs (((fract ((((fract (((_TimeX + tmpvar_4).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0));
vec4 tmpvar_6;
tmpvar_6 = ((tmpvar_5 * tmpvar_5) * (3.0 - (2.0 * tmpvar_5)));
vec2 tmpvar_7;
tmpvar_7 = (tmpvar_6.xz + tmpvar_6.yw);
bend = ((gl_Color.y * 0.1) * gl_Normal);
bend.y = (gl_MultiTexCoord1.y * 0.3);
pos.xyz = (tmpvar_1.xyz + (((tmpvar_7.xyx * bend) + ((_Wind.xyz * tmpvar_7.y) * gl_MultiTexCoord1.y)) * _Wind.w));
pos.xyz = (pos.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
vec3 tmpvar_8;
tmpvar_8.xz = vec2(0.0, 0.0);
tmpvar_8.y = _SquashPlaneNormal.w;
vec3 tmpvar_9;
tmpvar_9 = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_8 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount));
vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = tmpvar_9;
tmpvar_1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.xyz = (gl_Color.w * _Color.xyz);
tmpvar_11.w = _Color.w;
vec3 tmpvar_12;
tmpvar_12 = normalize (gl_Normal);
tmpvar_2.xyz = normalize (TANGENT.xyz);
vec4 tmpvar_13;
tmpvar_13 = (gl_ModelViewProjectionMatrix * tmpvar_10);
vec3 tmpvar_14;
tmpvar_14 = (cross (tmpvar_12, tmpvar_2.xyz) * TANGENT.w);
mat3 tmpvar_15;
tmpvar_15[0].x = tmpvar_2.x;
tmpvar_15[0].y = tmpvar_14.x;
tmpvar_15[0].z = tmpvar_12.x;
tmpvar_15[1].x = tmpvar_2.y;
tmpvar_15[1].y = tmpvar_14.y;
tmpvar_15[1].z = tmpvar_12.y;
tmpvar_15[2].x = tmpvar_2.z;
tmpvar_15[2].y = tmpvar_14.z;
tmpvar_15[2].z = tmpvar_12.z;
vec4 tmpvar_16;
tmpvar_16.w = 1.0;
tmpvar_16.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_13;
vec4 tmpvar_17;
tmpvar_17.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_17.x = tmpvar_13.z;
xlv_FOG = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18.zw = vec2(0.0, 0.0);
tmpvar_18.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_18;
gl_FrontColor = tmpvar_11;
vec4 tmpvar_19;
tmpvar_19.w = 0.0;
tmpvar_19.xyz = (tmpvar_15 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - tmpvar_9));
gl_TexCoord[1] = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.w = 0.0;
tmpvar_20.xyz = (tmpvar_15 * (((_World2Object * tmpvar_16).xyz * unity_Scale.w) - tmpvar_9));
gl_TexCoord[2] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21.w = 0.0;
tmpvar_21.xyz = (_LightMatrix0 * (_Object2World * tmpvar_10)).xyz;
gl_TexCoord[3] = tmpvar_21;
}