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

56 lines
1.7 KiB
Text

uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
void main ()
{
vec4 pos_1;
pos_1.w = gl_Vertex.w;
pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_2;
tmpvar_2.w = 0.0;
tmpvar_2.xyz = pos_1.xyz;
pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www);
vec3 tmpvar_3;
tmpvar_3.xz = vec2(0.0, 0.0);
tmpvar_3.y = _SquashPlaneNormal.w;
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = mix ((pos_1.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz))
* _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount));
pos_1 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (gl_ModelViewProjectionMatrix * tmpvar_4);
mat3 tmpvar_6;
tmpvar_6[0] = _Object2World[0].xyz;
tmpvar_6[1] = _Object2World[1].xyz;
tmpvar_6[2] = _Object2World[2].xyz;
gl_Position = tmpvar_5;
vec4 tmpvar_7;
tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_7.x = tmpvar_5.z;
xlv_FOG = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_6 * (gl_Normal * unity_Scale.w));
gl_TexCoord[1] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * tmpvar_4).xyz);
gl_TexCoord[2] = tmpvar_10;
gl_TexCoord[3] = (_LightMatrix0 * (_Object2World * tmpvar_4));
}
// inputs: 4, stats: 24 alu 0 tex 0 flow