bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Rim1-out.txt

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2012-10-07 23:41:18 -04:00
uniform vec4 unity_Ambient;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
vec4 col_1;
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.w = tmpvar_3.w;
light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
vec4 c_4;
c_4.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz);
c_4.w = 0.0;
col_1.w = c_4.w;
col_1.xyz = (c_4.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize(gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
gl_FragData[0] = col_1;
}