bgfx/3rdparty/glsl-optimizer/tests/vertex/z-alphabumpspec-out.txt
2012-10-07 20:41:18 -07:00

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varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (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);
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
vec3 tmpvar_5;
tmpvar_5 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_6;
tmpvar_6[0].x = TANGENT.x;
tmpvar_6[0].y = tmpvar_5.x;
tmpvar_6[0].z = gl_Normal.x;
tmpvar_6[1].x = TANGENT.y;
tmpvar_6[1].y = tmpvar_5.y;
tmpvar_6[1].z = gl_Normal.y;
tmpvar_6[2].x = TANGENT.z;
tmpvar_6[2].y = tmpvar_5.z;
tmpvar_6[2].z = gl_Normal.z;
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = _WorldSpaceCameraPos;
vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = tmpvar_4;
vec3 x2_9;
vec3 x1_10;
x1_10.x = dot (unity_SHAr, tmpvar_8);
x1_10.y = dot (unity_SHAg, tmpvar_8);
x1_10.z = dot (unity_SHAb, tmpvar_8);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
x2_9.x = dot (unity_SHBr, tmpvar_11);
x2_9.y = dot (unity_SHBg, tmpvar_11);
x2_9.z = dot (unity_SHBb, tmpvar_11);
gl_Position = tmpvar_2;
vec4 tmpvar_12;
tmpvar_12.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_12.x = tmpvar_2.z;
xlv_FOG = tmpvar_12;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_13;
tmpvar_13.w = 0.0;
tmpvar_13.xyz = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14.w = 0.0;
tmpvar_14.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
gl_TexCoord[2] = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = ((x1_10 + x2_9) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y))));
gl_TexCoord[3] = tmpvar_15;
}