bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Nature_Soft_Occlusion_Bark2-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

161 lines
3.3 KiB
Text

struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f_surf {
vec4 pos;
vec3 vec;
};
attribute vec4 TANGENT;
uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _LightPositionRange;
vec4 Squash (
in vec4 pos
)
{
vec3 planeNormal;
vec3 planePoint;
vec3 projectedVertex;
vec3 tmpvar_1;
tmpvar_1 = pos.xyz;
projectedVertex = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2.xz = vec2(0.0, 0.0);
tmpvar_2.y = _SquashPlaneNormal.w;
vec3 tmpvar_3;
tmpvar_3 = tmpvar_2;
planePoint = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = _SquashPlaneNormal.xyz;
planeNormal = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = pos.xyz;
float tmpvar_6;
tmpvar_6 = dot (planeNormal, (planePoint - tmpvar_5));
vec3 tmpvar_7;
tmpvar_7 = (projectedVertex + (tmpvar_6 * planeNormal));
projectedVertex = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = vec3(_SquashAmount);
vec3 tmpvar_9;
tmpvar_9 = mix (projectedVertex, pos.xyz, tmpvar_8);
vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = tmpvar_9.xyz;
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
pos = tmpvar_11;
return pos;
}
void TerrainAnimateTree (
inout vec4 pos,
in float alpha
)
{
vec3 bent;
vec3 tmpvar_1;
tmpvar_1 = (pos.xyz * _Scale.xyz);
pos.xyz = tmpvar_1.xyz.xyz;
vec4 tmpvar_2;
tmpvar_2.w = 0.0;
tmpvar_2.xyz = pos.xyz.xyz;
vec3 tmpvar_3;
tmpvar_3 = (_TerrainEngineBendTree * tmpvar_2).xyz;
bent = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(alpha);
vec3 tmpvar_5;
tmpvar_5 = mix (pos.xyz, bent, tmpvar_4);
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
pos.xyz = tmpvar_6.xyz.xyz;
vec4 tmpvar_7;
tmpvar_7 = Squash (pos);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
pos = tmpvar_8;
}
void treevertex (
inout appdata_full v
)
{
TerrainAnimateTree (v.vertex, v.color.w);
}
v2f_surf vert_surf (
in appdata_full v
)
{
v2f_surf o;
treevertex (v);
vec3 tmpvar_1;
tmpvar_1 = ((_Object2World * v.vertex).xyz - _LightPositionRange.xyz);
o.vec = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * v.vertex);
o.pos = tmpvar_2;
return o;
}
void main ()
{
appdata_full xlt_v;
v2f_surf xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = TANGENT.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.tangent = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_Normal.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.normal = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_v.texcoord1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_Color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_v.color = tmpvar_12;
v2f_surf tmpvar_13;
tmpvar_13 = vert_surf (xlt_v);
v2f_surf tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.pos.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_Position = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17.w = 0.0;
tmpvar_17.xyz = xl_retval.vec.xyz;
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
gl_TexCoord[0] = tmpvar_18;
}