bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-forlimitbreak-outES.txt
2015-07-28 20:04:55 -07:00

65 lines
1.7 KiB
Text

attribute vec4 _glesVertex;
attribute vec3 _glesNormal;
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform highp ivec4 unity_VertexLightParams;
varying lowp vec4 xlv_COLOR0;
void main ()
{
highp vec3 tmpvar_1;
highp vec3 tmpvar_2;
tmpvar_1 = _glesVertex.xyz;
tmpvar_2 = _glesNormal;
highp int j_3;
highp int il_4;
mediump vec3 lcolor_5;
mediump vec3 eyeNormal_6;
mediump vec4 color_7;
lowp vec4 tmpvar_8;
color_7 = vec4(0.0, 0.0, 0.0, 1.1);
eyeNormal_6 = tmpvar_2;
lcolor_5 = vec3(0.0, 0.0, 0.0);
il_4 = 0;
while (true) {
highp float tmpvar_9;
tmpvar_9 = min (8.0, float(unity_VertexLightParams.x));
if ((float(il_4) >= tmpvar_9)) {
break;
};
highp vec3 tmpvar_10;
tmpvar_10 = unity_LightPosition[il_4].xyz;
mediump vec3 dirToLight_11;
dirToLight_11 = tmpvar_10;
lcolor_5 = (lcolor_5 + min ((
(max (dot (eyeNormal_6, dirToLight_11), 0.0) * unity_LightColor[il_4].xyz)
* 0.5), vec3(1.0, 1.0, 1.0)));
il_4++;
};
color_7.xyz = lcolor_5;
j_3 = 0;
while (true) {
highp float tmpvar_12;
tmpvar_12 = min (float(unity_VertexLightParams.y), 4.0);
if ((j_3 >= int(tmpvar_12))) {
break;
};
color_7.xyz = (color_7.xyz + unity_LightColor[j_3].xyz);
j_3++;
};
tmpvar_8 = color_7;
highp vec4 tmpvar_13;
tmpvar_13.w = 1.0;
tmpvar_13.xyz = tmpvar_1;
xlv_COLOR0 = tmpvar_8;
gl_Position = tmpvar_13;
}
// stats: 22 alu 0 tex 4 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1]
// #1: _glesNormal (high float) 3x1 [-1]
// uniforms: 3 (total size: 0)
// #0: unity_LightColor (medium float) 4x1 [8]
// #1: unity_LightPosition (high float) 4x1 [8]
// #2: unity_VertexLightParams (high int) 4x1 [-1]