bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Tree_Editor_Bark_Shader1-out.txt
2014-10-11 12:32:43 -07:00

137 lines
4.3 KiB
Text

uniform vec4 _Color;
uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform float _TimeX;
uniform vec4 _Wind;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec3 binormal_1;
vec4 tmpvar_2;
vec4 tmpvar_3;
tmpvar_2.w = gl_Vertex.w;
tmpvar_3.w = TANGENT.w;
tmpvar_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 pos_4;
pos_4.w = tmpvar_2.w;
vec3 bend_5;
vec2 vWavesSum_6;
vec4 vWaves_7;
float fBranchPhase_8;
fBranchPhase_8 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
vec2 tmpvar_9;
tmpvar_9.x = dot (tmpvar_2.xyz, vec3((gl_Color.y + fBranchPhase_8)));
tmpvar_9.y = fBranchPhase_8;
vWaves_7 = ((fract(
((_TimeX + tmpvar_9).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
) * 2.0) - 1.0);
vec4 tmpvar_10;
tmpvar_10 = abs(((
fract((vWaves_7 + 0.5))
* 2.0) - 1.0));
vec4 tmpvar_11;
tmpvar_11 = ((tmpvar_10 * tmpvar_10) * (3.0 - (2.0 * tmpvar_10)));
vWaves_7 = tmpvar_11;
vWavesSum_6 = (tmpvar_11.xz + tmpvar_11.yw);
bend_5.xz = ((gl_Color.y * 0.1) * gl_Normal).xz;
bend_5.y = (gl_MultiTexCoord1.y * 0.3);
pos_4.xyz = (tmpvar_2.xyz + ((
(vWavesSum_6.xyx * bend_5)
+
((_Wind.xyz * vWavesSum_6.y) * gl_MultiTexCoord1.y)
) * _Wind.w));
pos_4.xyz = (pos_4.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
vec3 tmpvar_12;
tmpvar_12.xz = vec2(0.0, 0.0);
tmpvar_12.y = _SquashPlaneNormal.w;
vec3 tmpvar_13;
tmpvar_13 = mix ((pos_4.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_12 - pos_4.xyz))
* _SquashPlaneNormal.xyz)), pos_4.xyz, vec3(_SquashAmount));
vec4 tmpvar_14;
tmpvar_14.w = 1.0;
tmpvar_14.xyz = tmpvar_13;
tmpvar_2 = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15.xyz = (gl_Color.w * _Color.xyz);
tmpvar_15.w = _Color.w;
vec3 tmpvar_16;
tmpvar_16 = normalize(gl_Normal);
tmpvar_3.xyz = normalize(TANGENT.xyz);
vec4 pos_17;
pos_17 = (gl_ModelViewProjectionMatrix * tmpvar_14);
binormal_1 = (((tmpvar_16.yzx * tmpvar_3.zxy) - (tmpvar_16.zxy * tmpvar_3.yzx)) * TANGENT.w);
mat3 tmpvar_18;
tmpvar_18[0].x = tmpvar_3.x;
tmpvar_18[0].y = binormal_1.x;
tmpvar_18[0].z = tmpvar_16.x;
tmpvar_18[1].x = tmpvar_3.y;
tmpvar_18[1].y = binormal_1.y;
tmpvar_18[1].z = tmpvar_16.y;
tmpvar_18[2].x = tmpvar_3.z;
tmpvar_18[2].y = binormal_1.z;
tmpvar_18[2].z = tmpvar_16.z;
vec4 tmpvar_19;
tmpvar_19.w = 1.0;
tmpvar_19.xyz = _WorldSpaceCameraPos;
gl_Position = pos_17;
vec4 tmpvar_20;
tmpvar_20.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_20.x = pos_17.z;
xlv_FOG = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21.zw = vec2(0.0, 0.0);
tmpvar_21.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_21;
gl_FrontColor = tmpvar_15;
vec4 tmpvar_22;
tmpvar_22.w = 0.0;
tmpvar_22.xyz = (tmpvar_18 * ((
(_World2Object * _WorldSpaceLightPos0)
.xyz * unity_Scale.w) - tmpvar_13));
gl_TexCoord[1] = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = (tmpvar_18 * ((
(_World2Object * tmpvar_19)
.xyz * unity_Scale.w) - tmpvar_13));
gl_TexCoord[2] = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24.w = 0.0;
tmpvar_24.xyz = (_LightMatrix0 * (_Object2World * tmpvar_14)).xyz;
gl_TexCoord[3] = tmpvar_24;
}
// stats: 64 alu 0 tex 0 flow
// inputs: 6
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Color (high float) 4x1 [-1] loc 3
// #3: gl_Normal (high float) 3x1 [-1] loc 2
// #4: gl_Vertex (high float) 4x1 [-1] loc 0
// #5: TANGENT (high float) 4x1 [-1]
// uniforms: 14 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _Color (high float) 4x1 [-1]
// #2: _LightMatrix0 (high float) 4x4 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]
// #4: _Object2World (high float) 4x4 [-1]
// #5: _Scale (high float) 4x1 [-1]
// #6: _SquashAmount (high float) 1x1 [-1]
// #7: _SquashPlaneNormal (high float) 4x1 [-1]
// #8: _TimeX (high float) 1x1 [-1]
// #9: _Wind (high float) 4x1 [-1]
// #10: _World2Object (high float) 4x4 [-1]
// #11: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #12: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// #13: unity_Scale (high float) 4x1 [-1]