bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_2UV1-out.txt
2014-02-10 23:06:13 -08:00

30 lines
803 B
Text

uniform vec4 _Detail_ST;
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw);
vec4 o_3;
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_2 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_3.xy = (tmpvar_5 + tmpvar_4.w);
o_3.zw = tmpvar_2.zw;
gl_Position = tmpvar_2;
vec4 tmpvar_6;
tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = tmpvar_2.z;
xlv_FOG = tmpvar_6;
gl_TexCoord[0] = tmpvar_1;
gl_TexCoord[1] = o_3;
}
// inputs: 3, stats: 9 alu 0 tex 0 flow