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

68 lines
2.2 KiB
Text

uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec3 binormal_1;
vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_3;
tmpvar_3[0].x = TANGENT.x;
tmpvar_3[0].y = binormal_1.x;
tmpvar_3[0].z = gl_Normal.x;
tmpvar_3[1].x = TANGENT.y;
tmpvar_3[1].y = binormal_1.y;
tmpvar_3[1].z = gl_Normal.y;
tmpvar_3[2].x = TANGENT.z;
tmpvar_3[2].y = binormal_1.z;
tmpvar_3[2].z = gl_Normal.z;
gl_Position = pos_2;
vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_4.x = pos_2.z;
xlv_FOG = 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[0] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = ((_Object2World * gl_Vertex).xyz - _WorldSpaceCameraPos);
gl_TexCoord[2] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = (tmpvar_3 * (_Object2World[0].xyz * unity_Scale.w));
gl_TexCoord[3] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_3 * (_Object2World[1].xyz * unity_Scale.w));
gl_TexCoord[4] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (tmpvar_3 * (_Object2World[2].xyz * unity_Scale.w));
gl_TexCoord[5] = tmpvar_10;
}
// stats: 24 alu 0 tex 0 flow
// inputs: 4
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// #3: TANGENT (high float) 4x1 [-1]
// uniforms: 6 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _BumpMap_ST (high float) 4x1 [-1]
// #2: _MainTex_ST (high float) 4x1 [-1]
// #3: _Object2World (high float) 4x4 [-1]
// #4: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #5: unity_Scale (high float) 4x1 [-1]