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

47 lines
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[2].xyz);
float atten_6;
atten_6 = ((float(
(tmpvar_2.z > 0.0)
) * texture2D (_LightTexture0, (
(tmpvar_2.xy / tmpvar_2.w)
+ 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w);
vec4 c_7;
float tmpvar_8;
tmpvar_8 = (pow (max (0.0,
dot (tmpvar_1, normalize((tmpvar_5 + normalize(gl_TexCoord[3].xyz))))
), (_Shininess * 128.0)) * tmpvar_4.w);
c_7.xyz = (((
((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz)
*
max (0.0, dot (tmpvar_1, tmpvar_5))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
* tmpvar_8)) * (atten_6 * 2.0));
c_7.w = ((tmpvar_4.w * _Color.w) + ((
(_LightColor0.w * _SpecColor.w)
* tmpvar_8) * atten_6));
c_3.xyz = c_7.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
// inputs: 1, stats: 32 alu 3 tex 0 flow