bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-FX_Water_(simple)-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

120 lines
2.4 KiB
Text

struct v2f {
vec4 pos;
float fog;
vec2 bumpuv[2];
vec3 viewDir;
};
struct appdata {
vec4 vertex;
vec3 normal;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform float _WaveScale;
uniform vec4 _WaveOffset;
void PositionFog (
in vec4 v,
out vec4 pos,
out float fog
)
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v);
pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = pos.z;
fog = tmpvar_2;
}
vec3 ObjSpaceViewDir (
in vec4 v
)
{
vec3 objSpaceCameraPos;
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = _WorldSpaceCameraPos.xyz.xyz;
vec3 tmpvar_2;
tmpvar_2 = ((_World2Object * tmpvar_1).xyz * unity_Scale.w);
objSpaceCameraPos = tmpvar_2;
return (objSpaceCameraPos - v.xyz);
}
v2f vert (
in appdata v
)
{
vec4 temp;
v2f o;
PositionFog (v.vertex, o.pos, o.fog);
vec4 tmpvar_1;
tmpvar_1 = ((v.vertex.xzxz * _WaveScale) + _WaveOffset);
temp = tmpvar_1.xyzw.xyzw;
vec2 tmpvar_2;
tmpvar_2 = (temp.xy * vec2(0.4, 0.45));
o.bumpuv[0] = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3 = temp.wz;
o.bumpuv[1] = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = ObjSpaceViewDir (v.vertex);
vec3 tmpvar_5;
tmpvar_5 = normalize (tmpvar_4);
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
o.viewDir = tmpvar_6.xzy.xyz;
return o;
}
void main ()
{
appdata xlt_v;
v2f xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = gl_Normal.xyz;
vec3 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.normal = tmpvar_4;
v2f tmpvar_5;
tmpvar_5 = vert (xlt_v);
v2f tmpvar_6;
tmpvar_6 = tmpvar_5;
xl_retval = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = xl_retval.pos.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
gl_Position = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_9.x = xl_retval.fog;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlv_FOG = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.zw = vec2(0.0, 0.0);
tmpvar_11.xy = xl_retval.bumpuv[0].xy;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
gl_TexCoord[0] = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13.zw = vec2(0.0, 0.0);
tmpvar_13.xy = xl_retval.bumpuv[1].xy;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
gl_TexCoord[1] = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = xl_retval.viewDir.xyz;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_TexCoord[2] = tmpvar_16;
}