bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Bumped_Specular1-out.txt
2014-10-11 12:32:43 -07:00

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uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
void main ()
{
vec4 light_1;
float tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
tmpvar_2 = (tmpvar_3.w * _Color.w);
float x_4;
x_4 = (tmpvar_2 - _Cutoff);
if ((x_4 < 0.0)) {
discard;
};
light_1 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_1.xyz = (light_1.xyz + unity_Ambient.xyz);
vec4 c_5;
float spec_6;
spec_6 = (light_1.w * tmpvar_3.w);
c_5.xyz = (((tmpvar_3.xyz * _Color.xyz) * light_1.xyz) + ((light_1.xyz * _SpecColor.xyz) * spec_6));
c_5.w = (tmpvar_2 + (spec_6 * _SpecColor.w));
gl_FragData[0] = c_5;
}
// stats: 14 alu 3 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 4 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: _SpecColor (high float) 4x1 [-1]
// #3: unity_Ambient (high float) 4x1 [-1]
// textures: 2
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]