bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass2-out.txt
2014-10-11 12:32:43 -07:00

22 lines
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uniform float _Cutoff;
uniform sampler2D _MainTex;
void main ()
{
float x_1;
x_1 = ((texture2D (_MainTex, gl_TexCoord[1].xy) * gl_Color).w - _Cutoff);
if ((x_1 < 0.0)) {
discard;
};
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}
// stats: 4 alu 2 tex 1 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 1 (total size: 0)
// #0: _Cutoff (high float) 1x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]