bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Toon_Basic-ir.txt

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struct v2f {
vec4 pos;
vec2 texcoord;
vec3 cubenormal;
};
uniform vec4 _Color;
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uniform sampler2D _MainTex;
uniform samplerCube _ToonShade;
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vec4 frag (
in v2f i_1
)
{
vec4 cube_2;
vec4 col_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, i_1.texcoord);
vec4 tmpvar_5;
tmpvar_5 = (_Color * tmpvar_4);
col_3 = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = textureCube (_ToonShade, i_1.cubenormal);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
cube_2 = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.xyz = ((2.0 * cube_2.xyz) * col_3.xyz).xyz;
tmpvar_8.w = col_3.w;
return tmpvar_8;
}
void main ()
{
v2f xlt_i_9;
vec4 xl_retval_10;
vec4 tmpvar_11;
tmpvar_11 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_9.pos = tmpvar_11;
vec2 tmpvar_12;
tmpvar_12 = gl_TexCoord[0].xy;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_12;
xlt_i_9.texcoord = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = gl_TexCoord[1].xyz;
vec3 tmpvar_15;
tmpvar_15 = tmpvar_14;
xlt_i_9.cubenormal = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = frag (xlt_i_9);
vec4 tmpvar_17;
tmpvar_17 = tmpvar_16;
xl_retval_10 = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18 = xl_retval_10.xyzw;
vec4 tmpvar_19;
tmpvar_19 = tmpvar_18;
gl_FragData[0] = tmpvar_19;
}