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

56 lines
1.7 KiB
Text

uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec3 tmpvar_2;
tmpvar_2 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_3;
tmpvar_3[0].x = TANGENT.x;
tmpvar_3[0].y = tmpvar_2.x;
tmpvar_3[0].z = gl_Normal.x;
tmpvar_3[1].x = TANGENT.y;
tmpvar_3[1].y = tmpvar_2.y;
tmpvar_3[1].z = gl_Normal.y;
tmpvar_3[2].x = TANGENT.z;
tmpvar_3[2].y = tmpvar_2.z;
tmpvar_3[2].z = gl_Normal.z;
gl_Position = tmpvar_1;
vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_4.x = tmpvar_1.z;
xlv_FOG = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = ((_Object2World * gl_Vertex).xyz - _WorldSpaceCameraPos);
gl_TexCoord[2] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = (tmpvar_3 * (_Object2World[0].xyz * unity_Scale.w));
gl_TexCoord[3] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_3 * (_Object2World[1].xyz * unity_Scale.w));
gl_TexCoord[4] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (tmpvar_3 * (_Object2World[2].xyz * unity_Scale.w));
gl_TexCoord[5] = tmpvar_10;
}
// inputs: 4, stats: 24 alu 0 tex 0 flow