bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-forvarious-outES.txt

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attribute highp vec4 _glesVertex;
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uniform highp mat4 UNITY_MATRIX_MVP;
uniform highp vec4 unity_LightAtten[4];
uniform highp vec4 unity_LightColor[4];
varying mediump vec4 xlv_TEXCOORD0;
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void main ()
{
mediump vec4 tmpvar_1;
mediump vec4 tmpvar_2;
highp vec4 tmpvar_3;
tmpvar_3 = (UNITY_MATRIX_MVP * _glesVertex);
tmpvar_1 = tmpvar_3;
highp vec4 tmpvar_4;
tmpvar_4 = unity_LightColor[0];
tmpvar_2 = tmpvar_4;
highp vec4 tmpvar_5;
tmpvar_5 = (tmpvar_2 + unity_LightColor[1]);
tmpvar_2 = tmpvar_5;
highp vec4 tmpvar_6;
tmpvar_6 = (tmpvar_2 + unity_LightColor[0]);
tmpvar_2 = tmpvar_6;
highp vec4 tmpvar_7;
tmpvar_7 = (tmpvar_2 + unity_LightColor[1]);
tmpvar_2 = tmpvar_7;
highp vec4 tmpvar_8;
tmpvar_8 = (tmpvar_2 + unity_LightColor[2]);
tmpvar_2 = tmpvar_8;
highp vec4 tmpvar_9;
tmpvar_9 = (tmpvar_2 + unity_LightColor[3]);
tmpvar_2 = tmpvar_9;
highp vec4 tmpvar_10;
tmpvar_10 = (tmpvar_2 + unity_LightColor[3]);
tmpvar_2 = tmpvar_10;
highp vec4 tmpvar_11;
tmpvar_11 = (tmpvar_2 + unity_LightColor[2]);
tmpvar_2 = tmpvar_11;
highp vec4 tmpvar_12;
tmpvar_12 = (tmpvar_2 + unity_LightColor[1]);
tmpvar_2 = tmpvar_12;
highp vec4 tmpvar_13;
tmpvar_13 = (tmpvar_2 + unity_LightColor[0]);
tmpvar_2 = tmpvar_13;
highp vec4 tmpvar_14;
tmpvar_14 = (tmpvar_2 + (unity_LightColor[0] * unity_LightAtten[0].x));
tmpvar_2 = tmpvar_14;
highp vec4 tmpvar_15;
tmpvar_15 = (tmpvar_2 + (unity_LightColor[1] * unity_LightAtten[1].x));
tmpvar_2 = tmpvar_15;
highp vec4 tmpvar_16;
tmpvar_16 = (tmpvar_2 + (unity_LightColor[0] * unity_LightAtten[0].z));
tmpvar_2 = tmpvar_16;
highp vec4 tmpvar_17;
tmpvar_17 = (tmpvar_2 + (unity_LightColor[1] * unity_LightAtten[1].z));
tmpvar_2 = tmpvar_17;
highp vec4 tmpvar_18;
tmpvar_18 = (tmpvar_2 + unity_LightColor[1].x);
tmpvar_2 = tmpvar_18;
highp vec4 tmpvar_19;
tmpvar_19 = (tmpvar_2 + unity_LightColor[2].x);
tmpvar_2 = tmpvar_19;
gl_Position = tmpvar_1;
xlv_TEXCOORD0 = tmpvar_2;
}
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// inputs: 1, stats: 20 alu 0 tex 0 flow