39 lines
1.0 KiB
Plaintext
39 lines
1.0 KiB
Plaintext
uniform sampler2D texlow;
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uniform mediump sampler2D texmed;
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uniform highp sampler2D texhigh;
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uniform lowp samplerCube cubelow;
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uniform mediump samplerCube cubemed;
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uniform highp samplerCube cubehigh;
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varying highp vec4 varUV;
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void main ()
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{
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mediump vec4 c_1;
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lowp vec4 tmpvar_2;
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tmpvar_2 = texture2D (texlow, varUV.xy);
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c_1 = tmpvar_2;
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c_1 = (c_1 + texture2D (texmed, varUV.xy));
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highp vec4 tmpvar_3;
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tmpvar_3 = texture2D (texhigh, varUV.xy);
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c_1 = (c_1 + tmpvar_3);
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lowp vec4 tmpvar_4;
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tmpvar_4 = textureCube (cubelow, varUV.xyz);
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c_1 = (c_1 + tmpvar_4);
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c_1 = (c_1 + textureCube (cubemed, varUV.xyz));
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highp vec4 tmpvar_5;
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tmpvar_5 = textureCube (cubehigh, varUV.xyz);
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c_1 = (c_1 + tmpvar_5);
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gl_FragData[0] = c_1;
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}
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// stats: 5 alu 6 tex 0 flow
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// inputs: 1
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// #0: varUV (high float) 4x1 [-1]
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// textures: 6
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// #0: texlow (low 2d) 0x0 [-1]
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// #1: texmed (medium 2d) 0x0 [-1]
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// #2: texhigh (high 2d) 0x0 [-1]
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// #3: cubelow (low cube) 0x0 [-1]
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// #4: cubemed (medium cube) 0x0 [-1]
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// #5: cubehigh (high cube) 0x0 [-1]
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