bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Specular2-out.txt
2014-10-11 12:32:43 -07:00

50 lines
1.5 KiB
Text

uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
void main ()
{
vec3 tmpvar_1;
vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_3;
o_3 = (pos_2 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = o_3.x;
tmpvar_4.y = (o_3.y * _ProjectionParams.x);
o_3.xy = (tmpvar_4 + o_3.w);
o_3.zw = pos_2.zw;
tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_1.z = ((-(
(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
gl_Position = pos_2;
vec4 tmpvar_5;
tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_5.x = pos_2.z;
xlv_FOG = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_6;
gl_TexCoord[1] = o_3;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = tmpvar_1;
gl_TexCoord[2] = tmpvar_7;
}
// stats: 15 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: 6 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _MainTex_ST (high float) 4x1 [-1]
// #3: _ProjectionParams (high float) 4x1 [-1]
// #4: unity_LightmapFade (high float) 4x1 [-1]
// #5: unity_LightmapST (high float) 4x1 [-1]