bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Parallax_Diffuse2-out.txt
2014-02-10 23:06:13 -08:00

66 lines
1.9 KiB
Text

uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec4 tmpvar_1;
vec3 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec4 o_4;
vec4 tmpvar_5;
tmpvar_5 = (tmpvar_3 * 0.5);
vec2 tmpvar_6;
tmpvar_6.x = tmpvar_5.x;
tmpvar_6.y = (tmpvar_5.y * _ProjectionParams.x);
o_4.xy = (tmpvar_6 + tmpvar_5.w);
o_4.zw = tmpvar_3.zw;
tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_2.z = ((-(
(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
vec3 tmpvar_7;
tmpvar_7 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_8;
tmpvar_8[0].x = TANGENT.x;
tmpvar_8[0].y = tmpvar_7.x;
tmpvar_8[0].z = gl_Normal.x;
tmpvar_8[1].x = TANGENT.y;
tmpvar_8[1].y = tmpvar_7.y;
tmpvar_8[1].z = gl_Normal.y;
tmpvar_8[2].x = TANGENT.z;
tmpvar_8[2].y = tmpvar_7.z;
tmpvar_8[2].z = gl_Normal.z;
vec4 tmpvar_9;
tmpvar_9.w = 1.0;
tmpvar_9.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_3;
vec4 tmpvar_10;
tmpvar_10.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_10.x = tmpvar_3.z;
xlv_FOG = tmpvar_10;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
tmpvar_11.xyz = (tmpvar_8 * ((
(_World2Object * tmpvar_9)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_11;
gl_TexCoord[2] = o_4;
vec4 tmpvar_12;
tmpvar_12.w = 0.0;
tmpvar_12.xyz = tmpvar_2;
gl_TexCoord[3] = tmpvar_12;
}
// inputs: 5, stats: 26 alu 0 tex 0 flow