bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Parallax_Diffuse1-out.txt
2014-02-10 23:06:13 -08:00

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uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform vec4 unity_Ambient;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
vec2 tmpvar_3;
vec3 v_4;
vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[1].xyz);
v_4.xy = tmpvar_5.xy;
v_4.z = (tmpvar_5.z + 0.42);
tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z));
vec4 tmpvar_6;
tmpvar_6 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
vec4 normal_7;
normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0);
normal_7.z = sqrt(((1.0 -
(normal_7.x * normal_7.x)
) - (normal_7.y * normal_7.y)));
vec4 tmpvar_8;
tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.w = tmpvar_8.w;
light_2.xyz = (tmpvar_8.xyz + unity_Ambient.xyz);
vec4 c_9;
c_9.xyz = (tmpvar_6.xyz * light_2.xyz);
c_9.w = tmpvar_6.w;
gl_FragData[0] = c_9;
}
// inputs: 1, stats: 21 alu 4 tex 0 flow