bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Glow_Downsample-out.txt
2014-02-10 23:06:13 -08:00

42 lines
1.1 KiB
Text

uniform vec4 _MainTex_TexelSize;
void main ()
{
vec4 uv_1;
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = gl_MultiTexCoord0.xy;
uv_1.xy = (gl_TextureMatrix[0] * tmpvar_2).xy;
uv_1.zw = vec2(0.0, 0.0);
float tmpvar_3;
tmpvar_3 = _MainTex_TexelSize.x;
float tmpvar_4;
tmpvar_4 = _MainTex_TexelSize.y;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 1.0);
float cse_6;
cse_6 = -(_MainTex_TexelSize.x);
tmpvar_5.x = cse_6;
float cse_7;
cse_7 = -(_MainTex_TexelSize.y);
tmpvar_5.y = cse_7;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 1.0);
tmpvar_8.x = tmpvar_3;
tmpvar_8.y = cse_7;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 1.0);
tmpvar_9.x = tmpvar_3;
tmpvar_9.y = tmpvar_4;
vec4 tmpvar_10;
tmpvar_10.zw = vec2(0.0, 1.0);
tmpvar_10.x = cse_6;
tmpvar_10.y = tmpvar_4;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_TexCoord[0] = (uv_1 + tmpvar_5);
gl_TexCoord[1] = (uv_1 + tmpvar_8);
gl_TexCoord[2] = (uv_1 + tmpvar_9);
gl_TexCoord[3] = (uv_1 + tmpvar_10);
}
// inputs: 2, stats: 14 alu 0 tex 0 flow