bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_ScreenPosAlbedo1-out.txt
2014-10-11 12:32:43 -07:00

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uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
vec2 uv_3;
uv_3 = (tmpvar_1.xy / tmpvar_1.w);
uv_3 = (uv_3 * vec2(2.0, 1.0));
light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
vec4 c_4;
c_4.xyz = (texture2D (_MainTex, uv_3).xyz * light_2.xyz);
c_4.w = 0.0;
gl_FragData[0] = c_4;
}
// stats: 7 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
// #0: unity_Ambient (high float) 4x1 [-1]
// textures: 2
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]