bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Specular-out.txt

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uniform vec4 _Color;
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uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c_3;
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vec4 c_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy);
c_4 = (tmpvar_5 * _Color);
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vec3 tmpvar_6;
tmpvar_6 = normalize(gl_TexCoord[2].xyz);
float atten_7;
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atten_7 = ((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);
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vec4 c_8;
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float spec_9;
spec_9 = (pow (max (0.0,
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dot (tmpvar_1, normalize((tmpvar_6 + normalize(gl_TexCoord[3].xyz))))
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), (_Shininess * 128.0)) * tmpvar_5.w);
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c_8.xyz = (((
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(c_4.xyz * _LightColor0.xyz)
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*
max (0.0, dot (tmpvar_1, tmpvar_6))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
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* spec_9)) * (atten_7 * 2.0));
c_8.w = (c_4.w + ((_LightColor0.w * _SpecColor.w) * (spec_9 * atten_7)));
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c_3.xyz = c_8.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// stats: 31 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 4 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _Shininess (high float) 1x1 [-1]
// #3: _SpecColor (high float) 4x1 [-1]
// textures: 3
// #0: _LightTexture0 (high 2d) 0x0 [-1]
// #1: _LightTextureB0 (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]