bgfx/3rdparty/glsl-optimizer/tests/fragment/z-treeleafloop-outES.txt

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uniform lowp vec4 UNITY_LIGHTMODEL_AMBIENT;
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uniform sampler2D _BumpSpecMap;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
uniform highp vec4 _TerrainTreeLightColors[4];
uniform lowp vec3 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD4;
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void main ()
{
lowp vec4 c_1;
mediump float nh_2;
mediump float nl_3;
mediump vec3 lightColor_4;
mediump vec3 backContribs_5;
mediump vec3 light_6;
mediump float gloss_7;
mediump float specular_8;
lowp vec3 albedo_9;
lowp vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0);
lowp float x_11;
x_11 = (tmpvar_10.w - _Cutoff);
if ((x_11 < 0.0)) {
discard;
};
highp vec3 tmpvar_12;
tmpvar_12 = (tmpvar_10.xyz * xlv_TEXCOORD1);
albedo_9 = tmpvar_12;
lowp float tmpvar_13;
tmpvar_13 = (texture2D (_BumpSpecMap, xlv_TEXCOORD0).x * 128.0);
specular_8 = tmpvar_13;
lowp vec4 tmpvar_14;
tmpvar_14 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
lowp float tmpvar_15;
tmpvar_15 = tmpvar_14.w;
gloss_7 = tmpvar_15;
lowp vec3 tmpvar_16;
tmpvar_16 = (UNITY_LIGHTMODEL_AMBIENT.xyz * albedo_9);
light_6 = tmpvar_16;
highp vec3 tmpvar_17;
tmpvar_17 = (xlv_TEXCOORD2 * tmpvar_14.z);
backContribs_5 = tmpvar_17;
highp vec3 tmpvar_18;
tmpvar_18 = _TerrainTreeLightColors[0].xyz;
lightColor_4 = tmpvar_18;
highp float tmpvar_19;
tmpvar_19 = xlv_TEXCOORD3.x;
nl_3 = tmpvar_19;
highp float tmpvar_20;
tmpvar_20 = xlv_TEXCOORD4.x;
nh_2 = tmpvar_20;
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light_6 = (light_6 + ((
(albedo_9 * ((backContribs_5.x * _TranslucencyColor) + nl_3))
+
(_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
) * lightColor_4));
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highp vec3 tmpvar_21;
tmpvar_21 = _TerrainTreeLightColors[1].xyz;
lightColor_4 = tmpvar_21;
highp float tmpvar_22;
tmpvar_22 = xlv_TEXCOORD3.y;
nl_3 = tmpvar_22;
highp float tmpvar_23;
tmpvar_23 = xlv_TEXCOORD4.y;
nh_2 = tmpvar_23;
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light_6 = (light_6 + ((
(albedo_9 * ((backContribs_5.y * _TranslucencyColor) + nl_3))
+
(_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
) * lightColor_4));
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highp vec3 tmpvar_24;
tmpvar_24 = _TerrainTreeLightColors[2].xyz;
lightColor_4 = tmpvar_24;
highp float tmpvar_25;
tmpvar_25 = xlv_TEXCOORD3.z;
nl_3 = tmpvar_25;
highp float tmpvar_26;
tmpvar_26 = xlv_TEXCOORD4.z;
nh_2 = tmpvar_26;
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light_6 = (light_6 + ((
(albedo_9 * ((backContribs_5.z * _TranslucencyColor) + nl_3))
+
(_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
) * lightColor_4));
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mediump vec3 tmpvar_27;
tmpvar_27 = (light_6 * 2.0);
c_1.xyz = tmpvar_27;
c_1.w = 1.0;
gl_FragData[0] = c_1;
}
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// inputs: 5, stats: 35 alu 4 tex 1 flow