bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_ScreenPosAlbedo1-out.txt
2014-10-11 12:32:43 -07:00

36 lines
883 B
Text

uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
void main ()
{
vec4 pos_1;
pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_2;
o_2 = (pos_1 * 0.5);
vec2 tmpvar_3;
tmpvar_3.x = o_2.x;
tmpvar_3.y = (o_2.y * _ProjectionParams.x);
o_2.xy = (tmpvar_3 + o_2.w);
o_2.zw = pos_1.zw;
vec4 o_4;
o_4 = (pos_1 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = o_4.x;
tmpvar_5.y = (o_4.y * _ProjectionParams.x);
o_4.xy = (tmpvar_5 + o_4.w);
o_4.zw = pos_1.zw;
gl_Position = pos_1;
vec4 tmpvar_6;
tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = pos_1.z;
xlv_FOG = tmpvar_6;
gl_TexCoord[0] = o_2;
gl_TexCoord[1] = o_4;
}
// stats: 8 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _ProjectionParams (high float) 4x1 [-1]