bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Bark-out.txt
2014-10-11 12:32:43 -07:00

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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[3];
vec4 c_2;
vec4 c_3;
c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
vec4 c_4;
c_4.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
*
((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)
) * 2.0));
c_4.w = c_3.w;
c_2.xyz = c_4.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
// stats: 16 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// textures: 3
// #0: _LightTexture0 (high 2d) 0x0 [-1]
// #1: _LightTextureB0 (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]