bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Legacy_Shaders_Lightmapped_Bumped_Diffuse2-out.txt

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uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _LightMap;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 col_2;
vec4 light_3;
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vec3 tmpvar_4;
tmpvar_4 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz);
vec4 tmpvar_5;
tmpvar_5 = texture2D (_LightMap, tmpvar_1.zw);
light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_3.xyz = (light_3.xyz + unity_Ambient.xyz);
vec4 c_6;
c_6.xyz = (tmpvar_4 * light_3.xyz);
c_6.w = (tmpvar_5.w * _Color.w);
col_2.w = c_6.w;
col_2.xyz = (c_6.xyz + (tmpvar_5.xyz * tmpvar_4));
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gl_FragData[0] = col_2;
}
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// stats: 8 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: unity_Ambient (high float) 4x1 [-1]
// textures: 3
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _LightMap (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]