bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Slices1-out.txt
2014-02-10 23:06:13 -08:00

34 lines
881 B
Text

uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
varying vec4 xlv_FOG;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_2;
vec4 tmpvar_3;
tmpvar_3 = (tmpvar_1 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3.x;
tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
o_2.xy = (tmpvar_4 + tmpvar_3.w);
o_2.zw = tmpvar_1.zw;
gl_Position = tmpvar_1;
vec4 tmpvar_5;
tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_5.x = tmpvar_1.z;
xlv_FOG = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
tmpvar_6.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = (_Object2World * gl_Vertex).xyz;
gl_TexCoord[1] = tmpvar_7;
gl_TexCoord[2] = o_2;
}
// inputs: 2, stats: 10 alu 0 tex 0 flow