bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Nature_Soft_Occlusion_Bark2-out.txt
2012-10-07 20:41:18 -07:00

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uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _LightPositionRange;
void main ()
{
vec4 pos_1;
pos_1.w = gl_Vertex.w;
pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_2;
tmpvar_2.w = 0.0;
tmpvar_2.xyz = pos_1.xyz;
pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www);
vec3 tmpvar_3;
tmpvar_3.xz = vec2(0.0, 0.0);
tmpvar_3.y = _SquashPlaneNormal.w;
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = mix ((pos_1.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz)) * _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount));
pos_1 = tmpvar_4;
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_4);
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = ((_Object2World * tmpvar_4).xyz - _LightPositionRange.xyz);
gl_TexCoord[0] = tmpvar_5;
}