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

27 lines
813 B
Text

uniform vec4 _MainTex_ST;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.w = 0.0;
tmpvar_1.xyz = gl_Normal;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = (gl_ModelViewMatrix * tmpvar_1).xyz;
gl_TexCoord[1] = tmpvar_3;
}
// stats: 7 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 3 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _MainTex_ST (high float) 4x1 [-1]