bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_2UV1-out.txt
2014-10-11 12:32:43 -07:00

38 lines
1.1 KiB
Text

uniform vec4 _Detail_ST;
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
void main ()
{
vec4 tmpvar_1;
vec4 pos_2;
pos_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;
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;
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;
gl_TexCoord[0] = tmpvar_1;
gl_TexCoord[1] = o_3;
}
// stats: 9 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: 4 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _Detail_ST (high float) 4x1 [-1]
// #2: _MainTex_ST (high float) 4x1 [-1]
// #3: _ProjectionParams (high float) 4x1 [-1]