bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Slices2-out.txt
2012-10-07 20:41:18 -07:00

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varying vec4 xlv_FOG;
uniform vec4 unity_LightmapST;
uniform vec4 unity_LightmapFade;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
void main ()
{
vec3 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_3;
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_2 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_3.xy = (tmpvar_5 + tmpvar_4.w);
o_3.zw = tmpvar_2.zw;
tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_1.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
gl_Position = tmpvar_2;
vec4 tmpvar_6;
tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = tmpvar_2.z;
xlv_FOG = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.zw = vec2(0.0, 0.0);
tmpvar_7.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = (_Object2World * gl_Vertex).xyz;
gl_TexCoord[1] = tmpvar_8;
gl_TexCoord[2] = o_3;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = tmpvar_1;
gl_TexCoord[3] = tmpvar_9;
}