bgfx/3rdparty/glsl-optimizer/tests/vertex/z-treeleaf-outES3.txt

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2014-10-11 23:32:43 +04:00
#version 300 es
uniform highp mat4 _LightMatrix0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _Object2World;
uniform highp vec4 _Scale;
uniform highp float _SquashAmount;
uniform highp vec4 _SquashPlaneNormal;
uniform highp vec4 _Time;
uniform highp vec4 _Wind;
uniform highp mat4 _World2Object;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _WorldSpaceLightPos0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_Scale;
in highp vec4 _inVertex;
in mediump vec3 _inNormal;
in highp vec4 _uv0;
in highp vec4 _uv1;
in lowp vec4 _color;
in mediump vec4 TANGENT;
out highp vec2 xlv_TEXCOORD0;
out lowp vec4 xlv_COLOR0;
out mediump vec3 xlv_TEXCOORD1;
out mediump vec3 xlv_TEXCOORD2;
out mediump vec2 xlv_TEXCOORD3;
void main ()
{
highp vec4 tmpvar_1;
highp vec3 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_1 = TANGENT;
tmpvar_2 = _inNormal;
tmpvar_3 = _color;
highp vec3 binormal_4;
highp vec4 tmpvar_5;
highp vec4 tmpvar_6;
highp vec4 pos_7;
highp float isBillboard_8;
isBillboard_8 = (1.0 - abs(tmpvar_1.w));
highp vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = tmpvar_2;
highp vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = tmpvar_1.xyz;
highp vec4 tmpvar_11;
tmpvar_11.zw = vec2(0.0, 0.0);
tmpvar_11.xy = tmpvar_2.xy;
pos_7 = (_inVertex + ((tmpvar_11 * glstate_matrix_invtrans_modelview0) * isBillboard_8));
highp vec3 tmpvar_12;
tmpvar_12 = mix (tmpvar_2, normalize((tmpvar_9 * glstate_matrix_invtrans_modelview0)).xyz, vec3(isBillboard_8));
highp vec4 tmpvar_13;
tmpvar_13.w = -1.0;
tmpvar_13.xyz = normalize((tmpvar_10 * glstate_matrix_invtrans_modelview0)).xyz;
highp vec4 tmpvar_14;
tmpvar_14 = mix (tmpvar_1, tmpvar_13, vec4(isBillboard_8));
tmpvar_5.w = pos_7.w;
tmpvar_6.w = tmpvar_14.w;
tmpvar_5.xyz = (pos_7.xyz * _Scale.xyz);
highp vec4 pos_15;
pos_15.w = tmpvar_5.w;
highp vec3 bend_16;
highp vec2 vWavesSum_17;
highp vec4 vWaves_18;
highp float fBranchPhase_19;
fBranchPhase_19 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + tmpvar_3.x);
highp vec2 tmpvar_20;
tmpvar_20.x = dot (tmpvar_5.xyz, vec3((tmpvar_3.y + fBranchPhase_19)));
tmpvar_20.y = fBranchPhase_19;
vWaves_18 = ((fract(
((_Time.yy + tmpvar_20).xxyy * vec4(1.975, 0.793, 0.375, 0.193))
) * 2.0) - 1.0);
highp vec4 tmpvar_21;
tmpvar_21 = abs(((
fract((vWaves_18 + 0.5))
* 2.0) - 1.0));
highp vec4 tmpvar_22;
tmpvar_22 = ((tmpvar_21 * tmpvar_21) * (3.0 - (2.0 * tmpvar_21)));
vWaves_18 = tmpvar_22;
vWavesSum_17 = (tmpvar_22.xz + tmpvar_22.yw);
bend_16.xz = ((tmpvar_3.y * 0.1) * tmpvar_12).xz;
bend_16.y = (_uv1.y * 0.3);
pos_15.xyz = (tmpvar_5.xyz + ((
(vWavesSum_17.xyx * bend_16)
+
((_Wind.xyz * vWavesSum_17.y) * _uv1.y)
) * _Wind.w));
pos_15.xyz = (pos_15.xyz + (_uv1.x * _Wind.xyz));
highp vec3 tmpvar_23;
tmpvar_23 = mix ((pos_15.xyz - (
(dot (_SquashPlaneNormal.xyz, pos_15.xyz) + _SquashPlaneNormal.w)
* _SquashPlaneNormal.xyz)), pos_15.xyz, vec3(_SquashAmount));
highp vec4 tmpvar_24;
tmpvar_24.w = 1.0;
tmpvar_24.xyz = tmpvar_23;
tmpvar_5 = tmpvar_24;
highp vec4 tmpvar_25;
tmpvar_25.xyz = vec3(1.0, 1.0, 1.0);
tmpvar_25.w = tmpvar_3.w;
highp vec3 tmpvar_26;
tmpvar_26 = normalize(tmpvar_12);
tmpvar_6.xyz = normalize(tmpvar_14.xyz);
binormal_4 = (((tmpvar_26.yzx * tmpvar_6.zxy) - (tmpvar_26.zxy * tmpvar_6.yzx)) * tmpvar_14.w);
highp mat3 tmpvar_27;
tmpvar_27[0u].x = tmpvar_6.x;
tmpvar_27[0u].y = binormal_4.x;
tmpvar_27[0u].z = tmpvar_26.x;
tmpvar_27[1u].x = tmpvar_6.y;
tmpvar_27[1u].y = binormal_4.y;
tmpvar_27[1u].z = tmpvar_26.y;
tmpvar_27[2u].x = tmpvar_6.z;
tmpvar_27[2u].y = binormal_4.z;
tmpvar_27[2u].z = tmpvar_26.z;
highp vec4 tmpvar_28;
tmpvar_28.w = 1.0;
tmpvar_28.xyz = _WorldSpaceCameraPos;
gl_Position = (glstate_matrix_mvp * tmpvar_24);
xlv_TEXCOORD0 = ((_uv0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
xlv_COLOR0 = tmpvar_25;
highp vec3 tmpvar_29;
tmpvar_29 = (tmpvar_27 * (_World2Object * _WorldSpaceLightPos0).xyz);
xlv_TEXCOORD1 = tmpvar_29;
highp vec3 tmpvar_30;
tmpvar_30 = (tmpvar_27 * ((
(_World2Object * tmpvar_28)
.xyz * unity_Scale.w) - tmpvar_23));
xlv_TEXCOORD2 = tmpvar_30;
highp vec2 tmpvar_31;
tmpvar_31 = (_LightMatrix0 * (_Object2World * tmpvar_24)).xy;
xlv_TEXCOORD3 = tmpvar_31;
}
// stats: 71 alu 0 tex 0 flow
// inputs: 6
// #0: _inVertex (high float) 4x1 [-1]
// #1: _inNormal (medium float) 3x1 [-1]
// #2: _uv0 (high float) 4x1 [-1]
// #3: _uv1 (high float) 4x1 [-1]
// #4: _color (low float) 4x1 [-1]
// #5: TANGENT (medium float) 4x1 [-1]
// uniforms: 14 (total size: 0)
// #0: _LightMatrix0 (high float) 4x4 [-1]
// #1: _MainTex_ST (high float) 4x1 [-1]
// #2: _Object2World (high float) 4x4 [-1]
// #3: _Scale (high float) 4x1 [-1]
// #4: _SquashAmount (high float) 1x1 [-1]
// #5: _SquashPlaneNormal (high float) 4x1 [-1]
// #6: _Time (high float) 4x1 [-1]
// #7: _Wind (high float) 4x1 [-1]
// #8: _World2Object (high float) 4x4 [-1]
// #9: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #10: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// #11: glstate_matrix_invtrans_modelview0 (high float) 4x4 [-1]
// #12: glstate_matrix_mvp (high float) 4x4 [-1]
// #13: unity_Scale (high float) 4x1 [-1]