bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Specular2-out.txt

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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec4 tmpvar_4;
tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_4.w;
light_2.xyz = (tmpvar_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_5;
float tmpvar_6;
tmpvar_6 = (tmpvar_4.w * tmpvar_3.w);
c_5.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_6));
c_5.w = ((tmpvar_3.w * _Color.w) + (tmpvar_6 * _SpecColor.w));
gl_FragData[0] = c_5;
}
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// inputs: 1, stats: 16 alu 4 tex 0 flow