bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular2-out.txt
2014-02-10 23:06:13 -08:00

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uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
void main ()
{
vec4 col_1;
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec4 tmpvar_4;
tmpvar_4 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_3.w);
vec4 tmpvar_5;
tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.w = tmpvar_5.w;
light_2.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
vec4 c_6;
float tmpvar_7;
tmpvar_7 = (tmpvar_5.w * tmpvar_3.w);
c_6.xyz = (((tmpvar_3 * _Color).xyz * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_7));
c_6.w = ((tmpvar_4.w * _ReflectColor.w) + (tmpvar_7 * _SpecColor.w));
col_1.w = c_6.w;
col_1.xyz = (c_6.xyz + (tmpvar_4.xyz * _ReflectColor.xyz));
gl_FragData[0] = col_1;
}
// inputs: 1, stats: 15 alu 3 tex 0 flow