bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular1-out.txt
2014-10-11 12:32:43 -07:00

16 lines
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uniform float _Shininess;
void main ()
{
vec4 res_1;
res_1.xyz = ((gl_TexCoord[0].xyz * vec3(0.5, 0.5, -0.5)) + 0.5);
res_1.w = _Shininess;
gl_FragData[0] = res_1;
}
// stats: 2 alu 0 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _Shininess (high float) 1x1 [-1]