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

119 lines
4.3 KiB
Text

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 vec3 unity_LightColor3;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightAtten0;
uniform vec4 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
void main ()
{
vec4 pos_1;
pos_1 = gl_Vertex;
vec2 offset_2;
offset_2 = TANGENT.xy;
vec3 tmpvar_3;
tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz);
float tmpvar_4;
tmpvar_4 = dot (tmpvar_3, tmpvar_3);
if ((tmpvar_4 > _WaveAndDistance.w)) {
offset_2 = vec2(0.0, 0.0);
};
pos_1.xyz = (gl_Vertex.xyz + (offset_2.x * _CameraRight));
pos_1.xyz = (pos_1.xyz + (offset_2.y * _CameraUp));
vec4 vertex_5;
vertex_5.yw = pos_1.yw;
vec4 outColor_6;
vec3 waveMove_7;
waveMove_7.y = 0.0;
vec4 tmpvar_8;
tmpvar_8 = ((fract((((pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos_1.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
vec4 tmpvar_9;
tmpvar_9 = (tmpvar_8 * tmpvar_8);
vec4 tmpvar_10;
tmpvar_10 = (tmpvar_9 * tmpvar_8);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_10 * tmpvar_9);
vec4 tmpvar_12;
tmpvar_12 = (((tmpvar_8 + (tmpvar_10 * -0.161616)) + (tmpvar_11 * 0.0083333)) + ((tmpvar_11 * tmpvar_9) * -0.00019841));
vec4 tmpvar_13;
tmpvar_13 = (tmpvar_12 * tmpvar_12);
vec4 tmpvar_14;
tmpvar_14 = (tmpvar_13 * tmpvar_13);
vec4 tmpvar_15;
tmpvar_15 = (tmpvar_14 * TANGENT.y);
waveMove_7.x = dot (tmpvar_15, vec4(0.024, 0.04, -0.12, 0.096));
waveMove_7.z = dot (tmpvar_15, vec4(0.006, 0.02, -0.02, 0.1));
vertex_5.xz = (pos_1.xz - (waveMove_7.xz * _WaveAndDistance.z));
outColor_6.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_14, normalize(vec4(1.0, 1.0, 0.4, 0.2))) * 0.7)))) * 2.0);
outColor_6.w = 1.0;
vec4 tmpvar_16;
tmpvar_16 = (gl_ModelViewProjectionMatrix * vertex_5);
mat3 tmpvar_17;
tmpvar_17[0] = _Object2World[0].xyz;
tmpvar_17[1] = _Object2World[1].xyz;
tmpvar_17[2] = _Object2World[2].xyz;
vec3 tmpvar_18;
tmpvar_18 = (tmpvar_17 * (gl_Normal * unity_Scale.w));
vec4 tmpvar_19;
tmpvar_19.w = 1.0;
tmpvar_19.xyz = tmpvar_18;
vec3 x2_20;
vec3 x1_21;
x1_21.x = dot (unity_SHAr, tmpvar_19);
x1_21.y = dot (unity_SHAg, tmpvar_19);
x1_21.z = dot (unity_SHAb, tmpvar_19);
vec4 tmpvar_22;
tmpvar_22 = (tmpvar_18.xyzz * tmpvar_18.yzzx);
x2_20.x = dot (unity_SHBr, tmpvar_22);
x2_20.y = dot (unity_SHBg, tmpvar_22);
x2_20.z = dot (unity_SHBb, tmpvar_22);
vec3 tmpvar_23;
tmpvar_23 = (_Object2World * vertex_5).xyz;
vec4 tmpvar_24;
tmpvar_24 = (unity_4LightPosX0 - tmpvar_23.x);
vec4 tmpvar_25;
tmpvar_25 = (unity_4LightPosY0 - tmpvar_23.y);
vec4 tmpvar_26;
tmpvar_26 = (unity_4LightPosZ0 - tmpvar_23.z);
vec4 tmpvar_27;
tmpvar_27 = (((tmpvar_24 * tmpvar_24) + (tmpvar_25 * tmpvar_25)) + (tmpvar_26 * tmpvar_26));
vec4 tmpvar_28;
tmpvar_28 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_24 * tmpvar_18.x) + (tmpvar_25 * tmpvar_18.y)) + (tmpvar_26 * tmpvar_18.z)) * inversesqrt(tmpvar_27))) * (1.0/((1.0 + (tmpvar_27 * unity_4LightAtten0)))));
gl_Position = tmpvar_16;
vec4 tmpvar_29;
tmpvar_29.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_29.x = tmpvar_16.z;
xlv_FOG = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30.zw = vec2(0.0, 0.0);
tmpvar_30.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_30;
gl_FrontColor = outColor_6;
vec4 tmpvar_31;
tmpvar_31.w = 0.0;
tmpvar_31.xyz = tmpvar_18;
gl_TexCoord[1] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32.w = 0.0;
tmpvar_32.xyz = (((x1_21 + x2_20) + (unity_SHC.xyz * ((tmpvar_18.x * tmpvar_18.x) - (tmpvar_18.y * tmpvar_18.y)))) + ((((unity_LightColor0 * tmpvar_28.x) + (unity_LightColor1 * tmpvar_28.y)) + (unity_LightColor2 * tmpvar_28.z)) + (unity_LightColor3 * tmpvar_28.w)));
gl_TexCoord[2] = tmpvar_32;
}