bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_DecalAddBump3-out.txt
2014-10-11 12:32:43 -07:00

37 lines
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uniform sampler2D _Decal;
uniform sampler2D _DecalBump;
uniform vec4 _LightColor0;
uniform sampler2D _ShadowMapTexture;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
vec3 tmpvar_3;
tmpvar_3 = (texture2D (_Decal, tmpvar_1.xy).xyz * 0.5);
vec4 normal_4;
normal_4.xy = ((texture2D (_DecalBump, tmpvar_1.zw).wy * 2.0) - 1.0);
normal_4.z = sqrt(((1.0 -
(normal_4.x * normal_4.x)
) - (normal_4.y * normal_4.y)));
vec4 c_5;
c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((
max (0.0, dot (normal_4.xyz, gl_TexCoord[1].xyz))
* texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
c_5.w = 0.0;
c_2.w = c_5.w;
c_2.xyz = (c_5.xyz + (tmpvar_3 * gl_TexCoord[2].xyz));
gl_FragData[0] = c_2;
}
// stats: 17 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
// #0: _LightColor0 (high float) 4x1 [-1]
// textures: 3
// #0: _Decal (high 2d) 0x0 [-1]
// #1: _DecalBump (high 2d) 0x0 [-1]
// #2: _ShadowMapTexture (high 2d) 0x0 [-1]