bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Legacy_Shaders_Lightmapped_Diffuse-out.txt

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uniform vec4 _Color;
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uniform vec4 _LightColor0;
uniform sampler2D _LightMap;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[3];
vec4 c_2;
vec2 tmpvar_3;
vec4 c_4;
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c_4.xyz = (((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _Color.xyz) * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
*
((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)
) * 2.0));
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c_4.w = (texture2D (_LightMap, tmpvar_3).w * _Color.w);
c_2.xyz = c_4.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
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// inputs: 1, stats: 17 alu 4 tex 0 flow