bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Nature_Soft_Occlusion_Leaves1-ir.txt
2012-10-07 20:41:18 -07:00

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struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
vec4 Squash (
in vec4 pos_1
)
{
vec3 planeNormal_2;
vec3 planePoint_3;
vec3 projectedVertex_4;
vec3 tmpvar_5;
tmpvar_5 = pos_1.xyz;
projectedVertex_4 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6.xz = vec2(0.0, 0.0);
tmpvar_6.y = _SquashPlaneNormal.w;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_6;
planePoint_3 = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = _SquashPlaneNormal.xyz;
planeNormal_2 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = pos_1.xyz;
float tmpvar_10;
tmpvar_10 = dot (planeNormal_2, (planePoint_3 - tmpvar_9));
vec3 tmpvar_11;
tmpvar_11 = (projectedVertex_4 + (tmpvar_10 * planeNormal_2));
projectedVertex_4 = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = vec3(_SquashAmount);
vec3 tmpvar_13;
tmpvar_13 = mix (projectedVertex_4, pos_1.xyz, tmpvar_12);
vec4 tmpvar_14;
tmpvar_14.w = 1.0;
tmpvar_14.xyz = tmpvar_13.xyz;
vec4 tmpvar_15;
tmpvar_15 = tmpvar_14;
pos_1 = tmpvar_15;
return pos_1;
}
void TerrainAnimateTree (
inout vec4 pos_16,
in float alpha_17
)
{
vec3 bent_18;
vec3 tmpvar_19;
tmpvar_19 = (pos_16.xyz * _Scale.xyz);
pos_16.xyz = tmpvar_19.xyz.xyz;
vec4 tmpvar_20;
tmpvar_20.w = 0.0;
tmpvar_20.xyz = pos_16.xyz.xyz;
vec3 tmpvar_21;
tmpvar_21 = (_TerrainEngineBendTree * tmpvar_20).xyz;
bent_18 = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = vec3(alpha_17);
vec3 tmpvar_23;
tmpvar_23 = mix (pos_16.xyz, bent_18, tmpvar_22);
vec3 tmpvar_24;
tmpvar_24 = tmpvar_23;
pos_16.xyz = tmpvar_24.xyz.xyz;
vec4 tmpvar_25;
tmpvar_25 = Squash (pos_16);
vec4 tmpvar_26;
tmpvar_26 = tmpvar_25;
pos_16 = tmpvar_26;
}
void treevertex (
inout appdata_full v_27
)
{
TerrainAnimateTree (v_27.vertex, v_27.color.w);
}
void PositionFog (
in vec4 v_28,
out vec4 pos_29,
out float fog_30
)
{
vec4 tmpvar_31;
tmpvar_31 = (gl_ModelViewProjectionMatrix * v_28);
pos_29 = tmpvar_31;
float tmpvar_32;
tmpvar_32 = pos_29.z;
fog_30 = tmpvar_32;
}
vec4 ComputeScreenPos (
in vec4 pos_33
)
{
vec4 o_34;
vec4 tmpvar_35;
tmpvar_35 = (pos_33 * 0.5);
o_34 = tmpvar_35;
vec2 tmpvar_36;
tmpvar_36.x = o_34.x;
tmpvar_36.y = (o_34.y * _ProjectionParams.x);
vec2 tmpvar_37;
tmpvar_37 = (tmpvar_36 + o_34.w);
o_34.xy = tmpvar_37.xy.xy;
vec2 tmpvar_38;
tmpvar_38 = pos_33.zw;
o_34.zw = tmpvar_38.xxxy.zw;
return o_34;
}
v2f_surf vert_surf (
in appdata_full v_39
)
{
v2f_surf o_40;
treevertex (v_39);
PositionFog (v_39.vertex, o_40.pos, o_40.fog);
vec2 tmpvar_41;
tmpvar_41 = ((v_39.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o_40.hip_pack0 = tmpvar_41.xy.xy;
vec4 tmpvar_42;
tmpvar_42 = ComputeScreenPos (o_40.pos);
vec4 tmpvar_43;
tmpvar_43 = tmpvar_42;
o_40.hip_screen = tmpvar_43;
return o_40;
}
void main ()
{
appdata_full xlt_v_44;
v2f_surf xl_retval_45;
vec4 tmpvar_46;
tmpvar_46 = gl_Vertex.xyzw;
vec4 tmpvar_47;
tmpvar_47 = tmpvar_46;
xlt_v_44.vertex = tmpvar_47;
vec4 tmpvar_48;
tmpvar_48 = TANGENT.xyzw;
vec4 tmpvar_49;
tmpvar_49 = tmpvar_48;
xlt_v_44.tangent = tmpvar_49;
vec3 tmpvar_50;
tmpvar_50 = gl_Normal.xyz;
vec3 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_v_44.normal = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_v_44.texcoord = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_v_44.texcoord1 = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = gl_Color.xyzw;
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
xlt_v_44.color = tmpvar_57;
v2f_surf tmpvar_58;
tmpvar_58 = vert_surf (xlt_v_44);
v2f_surf tmpvar_59;
tmpvar_59 = tmpvar_58;
xl_retval_45 = tmpvar_59;
vec4 tmpvar_60;
tmpvar_60 = xl_retval_45.pos.xyzw;
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
gl_Position = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_62.x = xl_retval_45.fog;
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlv_FOG = tmpvar_63;
vec4 tmpvar_64;
tmpvar_64.zw = vec2(0.0, 0.0);
tmpvar_64.xy = xl_retval_45.hip_pack0.xy;
vec4 tmpvar_65;
tmpvar_65 = tmpvar_64;
gl_TexCoord[0] = tmpvar_65;
vec4 tmpvar_66;
tmpvar_66 = xl_retval_45.hip_screen.xyzw;
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
gl_TexCoord[1] = tmpvar_67;
}