bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Splatmap_Lightmap-AddPass1-out.txt

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uniform sampler2D _Control;
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uniform sampler2D _LightBuffer;
uniform sampler2D _Splat0;
uniform sampler2D _Splat1;
uniform sampler2D _Splat2;
uniform sampler2D _Splat3;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[1];
vec4 light_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_Control, tmpvar_1.xy);
vec4 tmpvar_5;
tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[3])));
light_3.w = tmpvar_5.w;
light_3.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
vec4 c_6;
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c_6.xyz = (((
((tmpvar_4.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_4.y * texture2D (_Splat1, tmpvar_2.xy).xyz))
+
(tmpvar_4.z * texture2D (_Splat2, tmpvar_2.zw).xyz)
) + (tmpvar_4.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light_3.xyz);
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c_6.w = 0.0;
gl_FragData[0] = c_6;
}
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// inputs: 1, stats: 12 alu 6 tex 0 flow