bgfx/3rdparty/glsl-optimizer/tests/vertex/MF-GodRays-outES.txt
2014-02-10 23:06:13 -08:00

144 lines
4.3 KiB
Text

attribute highp vec4 _glesVertex;
attribute mediump vec3 _glesNormal;
attribute highp vec4 _glesMultiTexCoord0;
attribute highp vec4 _glesMultiTexCoord1;
attribute lowp vec4 _glesColor;
uniform highp float _Bias;
uniform highp float _BlinkingTimeOffsScale;
uniform highp vec4 _Color;
uniform highp float _FadeOutDistFar;
uniform highp float _FadeOutDistNear;
uniform highp float _MaxGrowSize;
uniform highp float _Multiplier;
uniform highp float _NoiseAmount;
uniform highp float _SizeGrowEndDist;
uniform highp float _SizeGrowStartDist;
uniform highp vec4 _Time;
uniform highp float _TimeOffDuration;
uniform highp float _TimeOnDuration;
uniform highp float _VerticalBillboarding;
uniform highp mat4 _World2Object;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp mat4 glstate_matrix_mvp;
varying highp vec4 xlv_SV_POSITION;
varying highp vec2 xlv_TEXCOORD0;
varying lowp vec4 xlv_TEXCOORD1;
void main ()
{
highp vec3 tmpvar_1;
highp vec4 tmpvar_2;
tmpvar_1 = _glesNormal;
tmpvar_2 = _glesColor;
lowp vec4 tmpvar_3;
highp vec3 localDir_4;
highp vec3 tmpvar_5;
tmpvar_5.z = 0.0;
tmpvar_5.xy = (vec2(0.5, 0.5) - tmpvar_2.xy);
highp vec3 tmpvar_6;
tmpvar_6 = (tmpvar_5 * _glesMultiTexCoord1.xyy);
highp vec3 tmpvar_7;
tmpvar_7 = (_glesVertex.xyz + tmpvar_6);
highp vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = _WorldSpaceCameraPos;
highp vec3 tmpvar_9;
tmpvar_9 = ((_World2Object * tmpvar_8).xyz - tmpvar_7);
localDir_4.xz = tmpvar_9.xz;
localDir_4.y = mix (0.0, tmpvar_9.y, _VerticalBillboarding);
highp float tmpvar_10;
tmpvar_10 = sqrt(dot (localDir_4, localDir_4));
highp vec3 dir_11;
dir_11 = (localDir_4 / tmpvar_10);
highp float tmpvar_12;
tmpvar_12 = abs(dir_11.y);
vec3 tmpvar_13;
if ((tmpvar_12 > 0.999)) {
tmpvar_13 = vec3(0.0, 0.0, 1.0);
} else {
tmpvar_13 = vec3(0.0, 1.0, 0.0);
};
highp vec3 tmpvar_14;
tmpvar_14 = normalize(((tmpvar_13.yzx * dir_11.zxy) - (tmpvar_13.zxy * dir_11.yzx)));
highp vec3 tmpvar_15;
tmpvar_15 = ((dir_11.yzx * tmpvar_14.zxy) - (dir_11.zxy * tmpvar_14.yzx));
highp float tmpvar_16;
tmpvar_16 = min ((max (
(tmpvar_10 - _SizeGrowStartDist)
, 0.0) / _SizeGrowEndDist), 1.0);
highp vec3 tmpvar_17;
tmpvar_17 = ((tmpvar_7 - (
(tmpvar_14 * tmpvar_6.x)
+
(tmpvar_15 * tmpvar_6.y)
)) + ((
(tmpvar_14 * tmpvar_1.x)
+
(tmpvar_15 * tmpvar_1.y)
) * (
((tmpvar_16 * tmpvar_16) * _MaxGrowSize)
* tmpvar_2.w)));
highp float tmpvar_18;
tmpvar_18 = (_Time.y + (_BlinkingTimeOffsScale * tmpvar_2.z));
highp float y_19;
y_19 = (_TimeOnDuration + _TimeOffDuration);
highp float tmpvar_20;
tmpvar_20 = (tmpvar_18 / y_19);
highp float tmpvar_21;
tmpvar_21 = (fract(abs(tmpvar_20)) * y_19);
highp float tmpvar_22;
if ((tmpvar_20 >= 0.0)) {
tmpvar_22 = tmpvar_21;
} else {
tmpvar_22 = -(tmpvar_21);
};
highp float tmpvar_23;
tmpvar_23 = clamp ((tmpvar_22 / (_TimeOnDuration * 0.25)), 0.0, 1.0);
highp float edge0_24;
edge0_24 = (_TimeOnDuration * 0.75);
highp float tmpvar_25;
tmpvar_25 = clamp (((tmpvar_22 - edge0_24) / (_TimeOnDuration - edge0_24)), 0.0, 1.0);
highp float tmpvar_26;
tmpvar_26 = ((tmpvar_23 * (tmpvar_23 *
(3.0 - (2.0 * tmpvar_23))
)) * (1.0 - (tmpvar_25 *
(tmpvar_25 * (3.0 - (2.0 * tmpvar_25)))
)));
highp float tmpvar_27;
tmpvar_27 = (tmpvar_18 * (6.28319 / _TimeOnDuration));
highp float tmpvar_28;
tmpvar_28 = ((_NoiseAmount * (
sin(tmpvar_27)
*
((0.5 * cos((
(tmpvar_27 * 0.6366)
+ 56.7272))) + 0.5)
)) + (1.0 - _NoiseAmount));
highp float tmpvar_29;
if ((_NoiseAmount < 0.01)) {
tmpvar_29 = tmpvar_26;
} else {
tmpvar_29 = tmpvar_28;
};
highp vec4 tmpvar_30;
tmpvar_30.w = 1.0;
tmpvar_30.xyz = tmpvar_17;
highp float tmpvar_31;
tmpvar_31 = clamp ((tmpvar_10 / _FadeOutDistNear), 0.0, 1.0);
highp float tmpvar_32;
tmpvar_32 = (1.0 - clamp ((
max ((tmpvar_10 - _FadeOutDistFar), 0.0)
* 0.2), 0.0, 1.0));
highp float tmpvar_33;
tmpvar_33 = (tmpvar_31 * tmpvar_31);
highp vec4 tmpvar_34;
tmpvar_34 = (((
((tmpvar_33 * tmpvar_33) * (tmpvar_32 * tmpvar_32))
* _Color) * _Multiplier) * (tmpvar_29 + _Bias));
tmpvar_3 = tmpvar_34;
xlv_SV_POSITION = (glstate_matrix_mvp * tmpvar_30);
xlv_TEXCOORD0 = _glesMultiTexCoord0.xy;
xlv_TEXCOORD1 = tmpvar_3;
}
// inputs: 5, stats: 95 alu 0 tex 3 flow