bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_DecalAddBump3-out.txt
2014-10-11 12:32:43 -07:00

105 lines
3.2 KiB
Text

uniform vec4 _DecalBump_ST;
uniform vec4 _Decal_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec3 binormal_1;
vec3 worldN_2;
vec4 tmpvar_3;
vec4 pos_4;
pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw);
tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
mat3 tmpvar_5;
tmpvar_5[0] = _Object2World[0].xyz;
tmpvar_5[1] = _Object2World[1].xyz;
tmpvar_5[2] = _Object2World[2].xyz;
worldN_2 = (tmpvar_5 * (gl_Normal * unity_Scale.w));
binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_6;
tmpvar_6[0].x = TANGENT.x;
tmpvar_6[0].y = binormal_1.x;
tmpvar_6[0].z = gl_Normal.x;
tmpvar_6[1].x = TANGENT.y;
tmpvar_6[1].y = binormal_1.y;
tmpvar_6[1].z = gl_Normal.y;
tmpvar_6[2].x = TANGENT.z;
tmpvar_6[2].y = binormal_1.z;
tmpvar_6[2].z = gl_Normal.z;
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = worldN_2;
vec3 x2_8;
vec4 vB_9;
vec3 x1_10;
x1_10.x = dot (unity_SHAr, tmpvar_7);
x1_10.y = dot (unity_SHAg, tmpvar_7);
x1_10.z = dot (unity_SHAb, tmpvar_7);
vB_9 = (worldN_2.xyzz * worldN_2.yzzx);
x2_8.x = dot (unity_SHBr, vB_9);
x2_8.y = dot (unity_SHBg, vB_9);
x2_8.z = dot (unity_SHBb, vB_9);
vec4 o_11;
o_11 = (pos_4 * 0.5);
vec2 tmpvar_12;
tmpvar_12.x = o_11.x;
tmpvar_12.y = (o_11.y * _ProjectionParams.x);
o_11.xy = (tmpvar_12 + o_11.w);
o_11.zw = pos_4.zw;
gl_Position = pos_4;
vec4 tmpvar_13;
tmpvar_13.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_13.x = pos_4.z;
xlv_FOG = tmpvar_13;
gl_TexCoord[0] = tmpvar_3;
vec4 tmpvar_14;
tmpvar_14.w = 0.0;
tmpvar_14.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
gl_TexCoord[1] = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = ((x1_10 + x2_8) + (unity_SHC.xyz * (
(worldN_2.x * worldN_2.x)
-
(worldN_2.y * worldN_2.y)
)));
gl_TexCoord[2] = tmpvar_15;
gl_TexCoord[3] = o_11;
}
// stats: 33 alu 0 tex 0 flow
// inputs: 4
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// #3: TANGENT (high float) 4x1 [-1]
// uniforms: 15 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _DecalBump_ST (high float) 4x1 [-1]
// #2: _Decal_ST (high float) 4x1 [-1]
// #3: _Object2World (high float) 4x4 [-1]
// #4: _ProjectionParams (high float) 4x1 [-1]
// #5: _World2Object (high float) 4x4 [-1]
// #6: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// #7: unity_SHAb (high float) 4x1 [-1]
// #8: unity_SHAg (high float) 4x1 [-1]
// #9: unity_SHAr (high float) 4x1 [-1]
// #10: unity_SHBb (high float) 4x1 [-1]
// #11: unity_SHBg (high float) 4x1 [-1]
// #12: unity_SHBr (high float) 4x1 [-1]
// #13: unity_SHC (high float) 4x1 [-1]
// #14: unity_Scale (high float) 4x1 [-1]