bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass1-out.txt
2014-10-11 12:32:43 -07:00

112 lines
3.6 KiB
Text

uniform vec4 _CameraPosition;
uniform vec3 _CameraRight;
uniform vec3 _CameraUp;
uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _WaveAndDistance;
uniform vec4 _WavingTint;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main ()
{
vec4 pos_1;
pos_1 = gl_Vertex;
vec2 offset_2;
offset_2 = TANGENT.xy;
vec3 grasspos_3;
grasspos_3 = (gl_Vertex.xyz - _CameraPosition.xyz);
float tmpvar_4;
tmpvar_4 = dot (grasspos_3, grasspos_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;
float lighting_8;
vec4 s_9;
vec4 waves_10;
waveMove_7.y = 0.0;
waves_10 = (pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y));
waves_10 = (waves_10 + (pos_1.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y)));
waves_10 = (waves_10 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)));
vec4 tmpvar_11;
tmpvar_11 = fract(waves_10);
waves_10 = tmpvar_11;
vec4 val_12;
vec4 s_13;
vec4 r2_14;
vec4 r1_15;
vec4 r5_16;
val_12 = ((tmpvar_11 * 6.40885) - 3.14159);
r5_16 = (val_12 * val_12);
r1_15 = (r5_16 * val_12);
r2_14 = (r1_15 * r5_16);
s_13 = (((val_12 +
(r1_15 * -0.161616)
) + (r2_14 * 0.0083333)) + ((r2_14 * r5_16) * -0.00019841));
s_9 = (s_13 * s_13);
s_9 = (s_9 * s_9);
lighting_8 = (dot (s_9, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7);
s_9 = (s_9 * TANGENT.y);
waveMove_7.x = dot (s_9, vec4(0.024, 0.04, -0.12, 0.096));
waveMove_7.z = dot (s_9, 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(lighting_8))) * 2.0);
outColor_6.w = 1.0;
vec4 pos_17;
pos_17 = (gl_ModelViewProjectionMatrix * vertex_5);
mat3 tmpvar_18;
tmpvar_18[0] = _Object2World[0].xyz;
tmpvar_18[1] = _Object2World[1].xyz;
tmpvar_18[2] = _Object2World[2].xyz;
gl_Position = pos_17;
vec4 tmpvar_19;
tmpvar_19.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_19.x = pos_17.z;
xlv_FOG = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.zw = vec2(0.0, 0.0);
tmpvar_20.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_20;
gl_FrontColor = outColor_6;
vec4 tmpvar_21;
tmpvar_21.w = 0.0;
tmpvar_21.xyz = (tmpvar_18 * (gl_Normal * unity_Scale.w));
gl_TexCoord[1] = tmpvar_21;
vec4 tmpvar_22;
tmpvar_22.w = 0.0;
tmpvar_22.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex_5).xyz);
gl_TexCoord[2] = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = (_LightMatrix0 * (_Object2World * vertex_5)).xyz;
gl_TexCoord[3] = tmpvar_23;
}
// stats: 56 alu 0 tex 1 flow
// inputs: 5
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// #4: TANGENT (high float) 4x1 [-1]
// uniforms: 11 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _CameraPosition (high float) 4x1 [-1]
// #2: _CameraRight (high float) 3x1 [-1]
// #3: _CameraUp (high float) 3x1 [-1]
// #4: _LightMatrix0 (high float) 4x4 [-1]
// #5: _MainTex_ST (high float) 4x1 [-1]
// #6: _Object2World (high float) 4x4 [-1]
// #7: _WaveAndDistance (high float) 4x1 [-1]
// #8: _WavingTint (high float) 4x1 [-1]
// #9: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// #10: unity_Scale (high float) 4x1 [-1]