bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-matrix-transpose-mul-outES3.txt
2015-04-02 23:30:48 -07:00

73 lines
2.3 KiB
Text

#version 300 es
uniform mat4 glstate_matrix_mvp;
in highp vec4 attrVertex;
in mediump vec3 attrNormal;
in mediump vec4 attrTangent;
uniform highp mat4 _Object2World;
uniform highp mat4 _World2Object;
uniform highp vec3 _WorldSpaceCameraPos;
uniform lowp vec4 _WorldSpaceLightPos0;
uniform highp vec4 unity_Scale;
out lowp vec3 varWorldN;
out lowp vec3 varLightDir;
out lowp vec3 varViewDir;
void main ()
{
mediump vec3 lightDir_1;
highp vec3 worldN_2;
lowp vec3 tmpvar_3;
lowp vec3 tmpvar_4;
lowp vec3 tmpvar_5;
highp mat3 tmpvar_6;
tmpvar_6[uint(0)] = _Object2World[0].xyz;
tmpvar_6[1u] = _Object2World[1].xyz;
tmpvar_6[2u] = _Object2World[2].xyz;
mediump vec3 tmpvar_7;
tmpvar_7 = (tmpvar_6 * attrNormal);
worldN_2 = tmpvar_7;
tmpvar_5 = worldN_2;
mediump vec3 tmpvar_8;
mediump vec3 tmpvar_9;
tmpvar_8 = attrTangent.xyz;
tmpvar_9 = (((attrNormal.yzx * attrTangent.zxy) - (attrNormal.zxy * attrTangent.yzx)) * attrTangent.w);
mediump mat3 tmpvar_10;
tmpvar_10[uint(0)].x = tmpvar_8.x;
tmpvar_10[uint(0)].y = tmpvar_9.x;
tmpvar_10[uint(0)].z = attrNormal.x;
tmpvar_10[1u].x = tmpvar_8.y;
tmpvar_10[1u].y = tmpvar_9.y;
tmpvar_10[1u].z = attrNormal.y;
tmpvar_10[2u].x = tmpvar_8.z;
tmpvar_10[2u].y = tmpvar_9.z;
tmpvar_10[2u].z = attrNormal.z;
highp vec3 tmpvar_11;
tmpvar_11 = (tmpvar_10 * (_World2Object * _WorldSpaceLightPos0).xyz);
lightDir_1 = tmpvar_11;
tmpvar_3 = lightDir_1;
highp vec4 tmpvar_12;
tmpvar_12.w = 1.0;
tmpvar_12.xyz = _WorldSpaceCameraPos;
highp vec3 tmpvar_13;
tmpvar_13 = normalize((lightDir_1 + normalize(
(tmpvar_10 * (((_World2Object * tmpvar_12).xyz * unity_Scale.w) - attrVertex.xyz))
)));
tmpvar_4 = tmpvar_13;
gl_Position = (glstate_matrix_mvp * attrVertex);
varWorldN = tmpvar_5;
varLightDir = tmpvar_3;
varViewDir = tmpvar_4;
}
// stats: 16 alu 0 tex 0 flow
// inputs: 3
// #0: attrVertex (high float) 4x1 [-1]
// #1: attrNormal (medium float) 3x1 [-1]
// #2: attrTangent (medium float) 4x1 [-1]
// uniforms: 6 (total size: 0)
// #0: glstate_matrix_mvp (high float) 4x4 [-1]
// #1: _Object2World (high float) 4x4 [-1]
// #2: _World2Object (high float) 4x4 [-1]
// #3: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #4: _WorldSpaceLightPos0 (low float) 4x1 [-1]
// #5: unity_Scale (high float) 4x1 [-1]