45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
#version 300 es
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out lowp vec4 _fragData;
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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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in 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 = texture (texlow, varUV.xy);
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c_1 = tmpvar_2;
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mediump vec4 tmpvar_3;
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tmpvar_3 = texture (texmed, varUV.xy);
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c_1 = (c_1 + tmpvar_3);
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highp vec4 tmpvar_4;
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tmpvar_4 = texture (texhigh, varUV.xy);
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c_1 = (c_1 + tmpvar_4);
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture (cubelow, varUV.xyz);
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c_1 = (c_1 + tmpvar_5);
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mediump vec4 tmpvar_6;
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tmpvar_6 = texture (cubemed, varUV.xyz);
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c_1 = (c_1 + tmpvar_6);
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highp vec4 tmpvar_7;
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tmpvar_7 = texture (cubehigh, varUV.xyz);
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c_1 = (c_1 + tmpvar_7);
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_fragData = 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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