bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Internal-Halo-ir.txt
2012-10-07 20:41:18 -07:00

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struct v2f {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform sampler2D _HaloFalloff;
vec4 frag (
in v2f i_1
)
{
float a_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_HaloFalloff, i_1.texcoord);
float tmpvar_4;
tmpvar_4 = tmpvar_3.w;
a_2 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.xyz = (i_1.color.xyz * a_2).xyz;
tmpvar_5.w = a_2;
return tmpvar_5;
}
void main ()
{
v2f xlt_i_6;
vec4 xl_retval_7;
vec4 tmpvar_8;
tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_6.vertex = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_Color.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_i_6.color = tmpvar_10;
vec2 tmpvar_11;
tmpvar_11 = gl_TexCoord[0].xy;
vec2 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_i_6.texcoord = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = frag (xlt_i_6);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval_7 = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval_7.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_FragData[0] = tmpvar_16;
}