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https://github.com/scratchfoundation/bgfx.git
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42 lines
1.4 KiB
Text
42 lines
1.4 KiB
Text
uniform vec4 _ProjectionParams;
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uniform vec4 _WaveAndDistance;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 vertex_2;
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vertex_2.yw = gl_Vertex.yw;
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vec3 waveMove_3;
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waveMove_3.y = 0.0;
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vec4 tmpvar_4;
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tmpvar_4 = ((fract(
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(((gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (gl_Vertex.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))
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) * 6.40885) - 3.14159);
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * tmpvar_4);
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vec4 tmpvar_6;
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tmpvar_6 = (tmpvar_5 * tmpvar_4);
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vec4 tmpvar_7;
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tmpvar_7 = (tmpvar_6 * tmpvar_5);
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vec4 tmpvar_8;
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tmpvar_8 = (((tmpvar_4 +
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(tmpvar_6 * -0.161616)
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) + (tmpvar_7 * 0.0083333)) + ((tmpvar_7 * tmpvar_5) * -0.00019841));
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vec4 tmpvar_9;
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tmpvar_9 = (tmpvar_8 * tmpvar_8);
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vec4 tmpvar_10;
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tmpvar_10 = ((tmpvar_9 * tmpvar_9) * (gl_Color.w * _WaveAndDistance.z));
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waveMove_3.x = dot (tmpvar_10, vec4(0.024, 0.04, -0.12, 0.096));
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waveMove_3.z = dot (tmpvar_10, vec4(0.006, 0.02, -0.02, 0.1));
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vertex_2.xz = (gl_Vertex.xz - (waveMove_3.xz * _WaveAndDistance.z));
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tmpvar_1.xyz = vec3(0.0, 0.0, 1.0);
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tmpvar_1.w = -(((gl_ModelViewMatrix * vertex_2).z * _ProjectionParams.w));
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gl_Position = (gl_ModelViewProjectionMatrix * vertex_2);
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vec4 tmpvar_11;
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tmpvar_11.zw = vec2(0.0, 0.0);
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tmpvar_11.xy = gl_MultiTexCoord0.xy;
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gl_TexCoord[0] = tmpvar_11;
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gl_TexCoord[1] = tmpvar_1;
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}
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// inputs: 3, stats: 35 alu 0 tex 0 flow
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