bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Surface_Rim1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

55 lines
1.5 KiB
Text

varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform vec4 _MainTex_ST;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_i0;
vec4 tmpvar_2;
tmpvar_2 = (tmpvar_1 * 0.5);
o_i0 = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3.x = tmpvar_2.x;
tmpvar_3.y = (tmpvar_2.y * _ProjectionParams.x);
o_i0.xy = (tmpvar_3 + tmpvar_2.w);
o_i0.zw = tmpvar_1.zw;
vec3 tmpvar_4;
tmpvar_4 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
mat3 tmpvar_5;
tmpvar_5[0].x = TANGENT.x;
tmpvar_5[0].y = tmpvar_4.x;
tmpvar_5[0].z = gl_Normal.x;
tmpvar_5[1].x = TANGENT.y;
tmpvar_5[1].y = tmpvar_4.y;
tmpvar_5[1].z = gl_Normal.y;
tmpvar_5[2].x = TANGENT.z;
tmpvar_5[2].y = tmpvar_4.z;
tmpvar_5[2].z = gl_Normal.z;
vec4 tmpvar_6;
tmpvar_6.w = 1.0;
tmpvar_6.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_1;
vec4 tmpvar_7;
tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_7.x = tmpvar_1.z;
xlv_FOG = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_5 * (((_World2Object * tmpvar_6).xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_9;
gl_TexCoord[2] = o_i0;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (tmpvar_5 * (gl_Normal * unity_Scale.w));
gl_TexCoord[3] = tmpvar_10;
}