bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Parallax_Diffuse2-out.txt
2014-10-11 12:32:43 -07:00

82 lines
2.6 KiB
Text

uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec3 binormal_1;
vec4 tmpvar_2;
vec3 tmpvar_3;
vec4 pos_4;
pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_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);
binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_7;
tmpvar_7[0].x = TANGENT.x;
tmpvar_7[0].y = binormal_1.x;
tmpvar_7[0].z = gl_Normal.x;
tmpvar_7[1].x = TANGENT.y;
tmpvar_7[1].y = binormal_1.y;
tmpvar_7[1].z = gl_Normal.y;
tmpvar_7[2].x = TANGENT.z;
tmpvar_7[2].y = binormal_1.z;
tmpvar_7[2].z = gl_Normal.z;
vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = _WorldSpaceCameraPos;
gl_Position = pos_4;
vec4 tmpvar_9;
tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_9.x = pos_4.z;
xlv_FOG = tmpvar_9;
gl_TexCoord[0] = tmpvar_2;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (tmpvar_7 * ((
(_World2Object * tmpvar_8)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_10;
gl_TexCoord[2] = o_5;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
tmpvar_11.xyz = tmpvar_3;
gl_TexCoord[3] = tmpvar_11;
}
// stats: 26 alu 0 tex 0 flow
// inputs: 5
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// #4: TANGENT (high float) 4x1 [-1]
// uniforms: 10 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _BumpMap_ST (high float) 4x1 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]
// #4: _ProjectionParams (high float) 4x1 [-1]
// #5: _World2Object (high float) 4x4 [-1]
// #6: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #7: unity_LightmapFade (high float) 4x1 [-1]
// #8: unity_LightmapST (high float) 4x1 [-1]
// #9: unity_Scale (high float) 4x1 [-1]