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