bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Rim2-out.txt
2014-02-10 23:06:13 -08:00

69 lines
2 KiB
Text

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 ()
{
vec3 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_3;
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_2 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_3.xy = (tmpvar_5 + tmpvar_4.w);
o_3.zw = tmpvar_2.zw;
tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_1.z = ((-(
(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
vec3 tmpvar_6;
tmpvar_6 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_7;
tmpvar_7[0].x = TANGENT.x;
tmpvar_7[0].y = tmpvar_6.x;
tmpvar_7[0].z = gl_Normal.x;
tmpvar_7[1].x = TANGENT.y;
tmpvar_7[1].y = tmpvar_6.y;
tmpvar_7[1].z = gl_Normal.y;
tmpvar_7[2].x = TANGENT.z;
tmpvar_7[2].y = tmpvar_6.z;
tmpvar_7[2].z = gl_Normal.z;
vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_2;
vec4 tmpvar_9;
tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_9.x = tmpvar_2.z;
xlv_FOG = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.zw = vec2(0.0, 0.0);
tmpvar_10.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
tmpvar_11.xyz = (tmpvar_7 * ((
(_World2Object * tmpvar_8)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_11;
gl_TexCoord[2] = o_3;
vec4 tmpvar_12;
tmpvar_12.w = 0.0;
tmpvar_12.xyz = (tmpvar_7 * (gl_Normal * unity_Scale.w));
gl_TexCoord[3] = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13.w = 0.0;
tmpvar_13.xyz = tmpvar_1;
gl_TexCoord[4] = tmpvar_13;
}
// inputs: 5, stats: 28 alu 0 tex 0 flow