bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Diffuse_Alpha_Shadowed_ZWrite-out.txt

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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
mat3 tmpvar_2;
tmpvar_2[0] = _Object2World[0].xyz;
tmpvar_2[1] = _Object2World[1].xyz;
tmpvar_2[2] = _Object2World[2].xyz;
vec3 tmpvar_3;
tmpvar_3 = (tmpvar_2 * (gl_Normal * unity_Scale.w));
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = tmpvar_3;
vec3 x2_5;
vec3 x1_6;
x1_6.x = dot (unity_SHAr, tmpvar_4);
x1_6.y = dot (unity_SHAg, tmpvar_4);
x1_6.z = dot (unity_SHAb, tmpvar_4);
vec4 tmpvar_7;
tmpvar_7 = (tmpvar_3.xyzz * tmpvar_3.yzzx);
x2_5.x = dot (unity_SHBr, tmpvar_7);
x2_5.y = dot (unity_SHBg, tmpvar_7);
x2_5.z = dot (unity_SHBb, tmpvar_7);
gl_Position = tmpvar_1;
vec4 tmpvar_8;
tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_8.x = tmpvar_1.z;
xlv_FOG = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = tmpvar_3;
gl_TexCoord[1] = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
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tmpvar_11.xyz = ((x1_6 + x2_5) + (unity_SHC.xyz * (
(tmpvar_3.x * tmpvar_3.x)
-
(tmpvar_3.y * tmpvar_3.y)
)));
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gl_TexCoord[2] = tmpvar_11;
}
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// inputs: 3, stats: 23 alu 0 tex 0 flow