bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_TerrainEngine_Splatmap_Lightmap-FirstPass1-out.txt
2014-10-11 12:32:43 -07:00

66 lines
2.1 KiB
Text

uniform vec4 _Control_ST;
uniform vec4 _ProjectionParams;
uniform vec4 _Splat0_ST;
uniform vec4 _Splat1_ST;
uniform vec4 _Splat2_ST;
uniform vec4 _Splat3_ST;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
vec3 tmpvar_3;
vec4 pos_4;
pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _Control_ST.xy) + _Control_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Splat0_ST.xy) + _Splat0_ST.zw);
tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _Splat1_ST.xy) + _Splat1_ST.zw);
tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _Splat2_ST.xy) + _Splat2_ST.zw);
vec4 o_5;
o_5 = (pos_4 * 0.5);
vec2 tmpvar_6;
tmpvar_6.x = o_5.x;
tmpvar_6.y = (o_5.y * _ProjectionParams.x);
o_5.xy = (tmpvar_6 + o_5.w);
o_5.zw = pos_4.zw;
tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_3.z = ((-(
(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
gl_Position = pos_4;
vec4 tmpvar_7;
tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_7.x = pos_4.z;
xlv_FOG = tmpvar_7;
gl_TexCoord[0] = tmpvar_1;
gl_TexCoord[1] = tmpvar_2;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _Splat3_ST.xy) + _Splat3_ST.zw);
gl_TexCoord[2] = tmpvar_8;
gl_TexCoord[3] = o_5;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = tmpvar_3;
gl_TexCoord[4] = tmpvar_9;
}
// stats: 23 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 10 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _Control_ST (high float) 4x1 [-1]
// #3: _ProjectionParams (high float) 4x1 [-1]
// #4: _Splat0_ST (high float) 4x1 [-1]
// #5: _Splat1_ST (high float) 4x1 [-1]
// #6: _Splat2_ST (high float) 4x1 [-1]
// #7: _Splat3_ST (high float) 4x1 [-1]
// #8: unity_LightmapFade (high float) 4x1 [-1]
// #9: unity_LightmapST (high float) 4x1 [-1]