bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_DecalAddBump5-out.txt
2014-02-10 23:06:13 -08:00

31 lines
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uniform sampler2D _Decal;
uniform sampler2D _DecalBump;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_DecalBump, tmpvar_1.zw).wy * 2.0) - 1.0);
normal_4.z = sqrt(((1.0 -
(normal_4.x * normal_4.x)
) - (normal_4.y * normal_4.y)));
vec4 c_5;
c_5.xyz = (((texture2D (_Decal, tmpvar_1.xy).xyz * 0.5) * _LightColor0.xyz) * ((
max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz)))
* texture2D (_LightTexture0, vec2(
dot (tmpvar_2, tmpvar_2)
)).w) * 2.0));
c_5.w = 0.0;
c_3.xyz = c_5.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
// inputs: 1, stats: 18 alu 3 tex 0 flow