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https://github.com/scratchfoundation/bgfx.git
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49 lines
1.3 KiB
Text
49 lines
1.3 KiB
Text
uniform vec4 _MainTex_TexelSize;
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void main ()
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{
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float offY_1;
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float offX_2;
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vec4 uv_3;
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vec4 tmpvar_4;
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tmpvar_4.zw = vec2(0.0, 0.0);
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tmpvar_4.xy = gl_MultiTexCoord0.xy;
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uv_3.xy = (gl_TextureMatrix[0] * tmpvar_4).xy;
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uv_3.zw = vec2(0.0, 0.0);
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offX_2 = _MainTex_TexelSize.x;
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offY_1 = _MainTex_TexelSize.y;
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vec4 tmpvar_5;
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tmpvar_5.zw = vec2(0.0, 1.0);
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float tmpvar_6;
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tmpvar_6 = -(_MainTex_TexelSize.x);
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tmpvar_5.x = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = -(_MainTex_TexelSize.y);
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tmpvar_5.y = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 1.0);
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tmpvar_8.x = offX_2;
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tmpvar_8.y = tmpvar_7;
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vec4 tmpvar_9;
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tmpvar_9.zw = vec2(0.0, 1.0);
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tmpvar_9.x = offX_2;
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tmpvar_9.y = offY_1;
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vec4 tmpvar_10;
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tmpvar_10.zw = vec2(0.0, 1.0);
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tmpvar_10.x = tmpvar_6;
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tmpvar_10.y = offY_1;
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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gl_TexCoord[0] = (uv_3 + tmpvar_5);
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gl_TexCoord[1] = (uv_3 + tmpvar_8);
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gl_TexCoord[2] = (uv_3 + tmpvar_9);
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gl_TexCoord[3] = (uv_3 + tmpvar_10);
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}
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// stats: 14 alu 0 tex 0 flow
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// inputs: 2
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 3 (total size: 0)
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// #0: gl_TextureMatrix (high float) 4x4 [16]
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// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #2: _MainTex_TexelSize (high float) 4x1 [-1]
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