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loops-forvarious-out.txt
87 lines (85 loc) · 1.87 KB
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loops-forvarious-out.txt
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#line 14
struct v2f {
vec4 pos;
vec4 color;
};
#line 9
struct appdata {
vec4 vertex;
vec3 normal;
};
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightPosition[4];
#line 3
uniform vec4 unity_LightAtten[4];
uniform mat4 UNITY_MATRIX_MVP;
uniform mat4 UNITY_MATRIX_MV;
#line 7
uniform mat4 UNITY_MATRIX_IT_MV;
#line 19
#line 35
v2f xlat_main( in appdata v ) {
#line 37
v2f o;
o.pos = (UNITY_MATRIX_MVP * v.vertex);
o.color = vec4( 0.0);
#line 41
int i = 0;
for ( ; (i < 2); (++i)) {
o.color += unity_LightColor[i];
}
#line 45
int i_1 = 0;
for ( ; (i_1 < 4); (++i_1)) {
o.color += unity_LightColor[i_1];
}
#line 49
int j = 3;
for ( ; (j >= 0); j = (j - 1)) {
o.color += unity_LightColor[j];
}
#line 53
int i_2 = 0;
for ( ; (i_2 < 2); (++i_2)) {
vec4 l = (unity_LightColor[i_2] * unity_LightAtten[i_2].x);
o.color += l;
}
#line 59
int i_3 = 0;
for ( ; (i_3 < 2); (++i_3)) {
vec4 l_1 = (unity_LightColor[i_3] * unity_LightAtten[i_3].z);
o.color += l_1;
}
#line 65
int k = 1;
for ( ; (k < 3); ) {
o.color += unity_LightColor[k].x;
#line 69
int z = (k + 1);
k = z;
}
#line 74
int x = 0;
for ( ; (x < 3); (++x)) {
int y = 0;
for ( ; (y < 3); (++y)) {
o.color.xy += vec2( float(x), float(y));
}
}
#line 80
return o;
}
varying vec4 xlv_TEXCOORD0;
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4(gl_Vertex);
xlt_v.normal = vec3(gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec4(xl_retval.color);
}
// uniforms:
// UNITY_MATRIX_MVP:<none> type 21 arrsize 0
// unity_LightAtten:<none> type 12 arrsize 4
// unity_LightColor:<none> type 12 arrsize 4