bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Glow_Downsample-out.txt
2014-02-10 23:06:13 -08:00

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uniform vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
vec4 c_1;
vec4 tmpvar_2;
tmpvar_2 = (((
(texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy))
+ texture2D (_MainTex, gl_TexCoord[2].xy)) + texture2D (_MainTex, gl_TexCoord[3].xy)) / 4.0);
c_1.w = tmpvar_2.w;
c_1.xyz = (tmpvar_2.xyz * _Color.xyz);
c_1.xyz = (c_1.xyz * (tmpvar_2.w + _Color.w));
c_1.w = 0.0;
gl_FragData[0] = c_1;
}
// inputs: 1, stats: 8 alu 4 tex 0 flow