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

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struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct v2f {
vec4 pos;
vec4 uv[4];
};
uniform vec4 _Color;
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 c;
c = texture2D( _MainTex, i.uv[ 0 ].xy );
c += texture2D( _MainTex, i.uv[ 1 ].xy );
c += texture2D( _MainTex, i.uv[ 2 ].xy );
c += texture2D( _MainTex, i.uv[ 3 ].xy );
c /= 4.00000;
c.xyz *= _Color.xyz ;
c.xyz *= (c.w + _Color.w );
c.w = 0.000000;
return c;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv[0] = vec4( gl_TexCoord[0]);
xlt_i.uv[1] = vec4( gl_TexCoord[1]);
xlt_i.uv[2] = vec4( gl_TexCoord[2]);
xlt_i.uv[3] = vec4( gl_TexCoord[3]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}