bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Tree_Editor_Leaf_Shader1-out.txt
2014-10-11 12:32:43 -07:00

130 lines
4.2 KiB
Text

uniform vec4 _Color;
uniform vec4 _LightShadowData;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform float _TimeX;
uniform vec4 _Wind;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
attribute vec4 TANGENT;
void main ()
{
vec4 wpos_1;
float z_2;
vec2 tmpvar_3;
vec4 tmpvar_4;
vec4 pos_5;
float isBillboard_6;
isBillboard_6 = (1.0 - abs(TANGENT.w));
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = gl_Normal;
pos_5 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * isBillboard_6));
tmpvar_4.w = pos_5.w;
tmpvar_4.xyz = (pos_5.xyz * _Scale.xyz);
vec4 pos_8;
pos_8.w = tmpvar_4.w;
vec3 bend_9;
vec2 vWavesSum_10;
vec4 vWaves_11;
float fBranchPhase_12;
fBranchPhase_12 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
vec2 tmpvar_13;
tmpvar_13.x = dot (tmpvar_4.xyz, vec3((gl_Color.y + fBranchPhase_12)));
tmpvar_13.y = fBranchPhase_12;
vWaves_11 = ((fract(
((_TimeX + tmpvar_13).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
) * 2.0) - 1.0);
vec4 tmpvar_14;
tmpvar_14 = abs(((
fract((vWaves_11 + 0.5))
* 2.0) - 1.0));
vec4 tmpvar_15;
tmpvar_15 = ((tmpvar_14 * tmpvar_14) * (3.0 - (2.0 * tmpvar_14)));
vWaves_11 = tmpvar_15;
vWavesSum_10 = (tmpvar_15.xz + tmpvar_15.yw);
bend_9.xz = ((gl_Color.y * 0.1) * mix (gl_Normal, normalize(
(tmpvar_7 * gl_ModelViewMatrixInverseTranspose)
).xyz, vec3(isBillboard_6))).xz;
bend_9.y = (gl_MultiTexCoord1.y * 0.3);
pos_8.xyz = (tmpvar_4.xyz + ((
(vWavesSum_10.xyx * bend_9)
+
((_Wind.xyz * vWavesSum_10.y) * gl_MultiTexCoord1.y)
) * _Wind.w));
pos_8.xyz = (pos_8.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
vec3 tmpvar_16;
tmpvar_16.xz = vec2(0.0, 0.0);
tmpvar_16.y = _SquashPlaneNormal.w;
vec4 tmpvar_17;
tmpvar_17.w = 1.0;
tmpvar_17.xyz = mix ((pos_8.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_16 - pos_8.xyz))
* _SquashPlaneNormal.xyz)), pos_8.xyz, vec3(_SquashAmount));
tmpvar_4 = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18.xyz = (gl_Color.w * _Color.xyz);
tmpvar_18.w = _Color.w;
z_2 = -((gl_ModelViewMatrix * tmpvar_17).z);
tmpvar_3.x = z_2;
tmpvar_3.y = ((z_2 * _LightShadowData.z) + _LightShadowData.w);
wpos_1 = (_Object2World * tmpvar_17);
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_17);
vec4 tmpvar_19;
tmpvar_19.w = 0.0;
tmpvar_19.xyz = (_World2Shadow * wpos_1).xyz;
gl_TexCoord[0] = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.w = 0.0;
tmpvar_20.xyz = (_World2Shadow1 * wpos_1).xyz;
gl_TexCoord[1] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21.w = 0.0;
tmpvar_21.xyz = (_World2Shadow2 * wpos_1).xyz;
gl_TexCoord[2] = tmpvar_21;
vec4 tmpvar_22;
tmpvar_22.w = 0.0;
tmpvar_22.xyz = (_World2Shadow3 * wpos_1).xyz;
gl_TexCoord[3] = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.zw = vec2(0.0, 0.0);
tmpvar_23.xy = tmpvar_3;
gl_TexCoord[4] = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24.zw = vec2(0.0, 0.0);
tmpvar_24.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[5] = tmpvar_24;
gl_FrontColor = tmpvar_18;
}
// stats: 66 alu 0 tex 0 flow
// inputs: 6
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Color (high float) 4x1 [-1] loc 3
// #3: gl_Normal (high float) 3x1 [-1] loc 2
// #4: gl_Vertex (high float) 4x1 [-1] loc 0
// #5: TANGENT (high float) 4x1 [-1]
// uniforms: 16 (total size: 0)
// #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #2: gl_ModelViewMatrix (high float) 4x4 [-1]
// #3: _Color (high float) 4x1 [-1]
// #4: _LightShadowData (high float) 4x1 [-1]
// #5: _MainTex_ST (high float) 4x1 [-1]
// #6: _Object2World (high float) 4x4 [-1]
// #7: _Scale (high float) 4x1 [-1]
// #8: _SquashAmount (high float) 1x1 [-1]
// #9: _SquashPlaneNormal (high float) 4x1 [-1]
// #10: _TimeX (high float) 1x1 [-1]
// #11: _Wind (high float) 4x1 [-1]
// #12: _World2Shadow (high float) 4x4 [-1]
// #13: _World2Shadow1 (high float) 4x4 [-1]
// #14: _World2Shadow2 (high float) 4x4 [-1]
// #15: _World2Shadow3 (high float) 4x4 [-1]