bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Internal-GUITextureClip-out.txt
2014-10-11 12:32:43 -07:00

27 lines
900 B
Text

uniform mat4 _GUIClipTextureMatrix;
uniform vec4 _MainTex_ST;
void main ()
{
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_FrontColor = gl_Color;
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = (_GUIClipTextureMatrix * (gl_ModelViewMatrix * gl_Vertex)).xy;
gl_TexCoord[1] = tmpvar_2;
}
// stats: 7 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 4 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _GUIClipTextureMatrix (high float) 4x4 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]