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

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2012-10-07 23:41:18 -04:00
uniform float _Treshold;
uniform sampler2D _MainTex;
void main ()
{
vec4 original_1;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
original_1 = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = (((tmpvar_2.xyz * 2.0) - texture2D (_MainTex, gl_TexCoord[1].xy).xyz) - texture2D (_MainTex, gl_TexCoord[2].xy).xyz);
float tmpvar_4;
tmpvar_4 = dot (tmpvar_3, tmpvar_3);
if ((tmpvar_4 >= _Treshold)) {
original_1.xyz = vec3(0.0, 0.0, 0.0);
};
gl_FragData[0] = original_1;
}