bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Parallax_Specular1-out.txt
2014-10-11 12:32:43 -07:00

74 lines
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uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform float _Shininess;
uniform vec4 _SpecColor;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = gl_TexCoord[3].xyz;
vec4 c_4;
vec4 c_5;
vec2 tmpvar_6;
vec3 v_7;
vec3 tmpvar_8;
tmpvar_8 = normalize(tmpvar_2);
v_7.xy = tmpvar_8.xy;
v_7.z = (tmpvar_8.z + 0.42);
tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_8.xy / v_7.z));
vec4 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6));
c_5 = (tmpvar_9 * _Color);
vec4 normal_10;
normal_10.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).wy * 2.0) - 1.0);
normal_10.z = sqrt(((1.0 -
(normal_10.x * normal_10.x)
) - (normal_10.y * normal_10.y)));
vec3 tmpvar_11;
tmpvar_11 = normalize(gl_TexCoord[2].xyz);
float atten_12;
atten_12 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_3, tmpvar_3))).w * textureCube (_LightTexture0, tmpvar_3).w);
vec4 c_13;
float spec_14;
spec_14 = (pow (max (0.0,
dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2))))
), (_Shininess * 128.0)) * tmpvar_9.w);
c_13.xyz = (((
(c_5.xyz * _LightColor0.xyz)
*
max (0.0, dot (normal_10.xyz, tmpvar_11))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
* spec_14)) * (atten_12 * 2.0));
c_13.w = (c_5.w + ((_LightColor0.w * _SpecColor.w) * (spec_14 * atten_12)));
c_4.xyz = c_13.xyz;
c_4.w = 0.0;
gl_FragData[0] = c_4;
}
// stats: 42 alu 5 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 5 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _Parallax (high float) 1x1 [-1]
// #3: _Shininess (high float) 1x1 [-1]
// #4: _SpecColor (high float) 4x1 [-1]
// textures: 5
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _LightTexture0 (high cube) 0x0 [-1]
// #2: _LightTextureB0 (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]
// #4: _ParallaxMap (high 2d) 0x0 [-1]