bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Bumped_Specular2-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform vec4 _SpecColor;
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[2];
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[3];
vec4 tmpvar_4;
tmpvar_4 = gl_TexCoord[4];
vec4 col_5;
vec4 light_6;
vec3 tmpvar_7;
tmpvar_7.x = tmpvar_2.w;
tmpvar_7.y = tmpvar_3.w;
tmpvar_7.z = tmpvar_4.w;
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vec4 reflcol_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, tmpvar_1.xy);
vec4 normal_10;
normal_10.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
normal_10.z = sqrt(((1.0 -
(normal_10.x * normal_10.x)
) - (normal_10.y * normal_10.y)));
vec3 tmpvar_11;
tmpvar_11.x = dot (tmpvar_2.xyz, normal_10.xyz);
tmpvar_11.y = dot (tmpvar_3.xyz, normal_10.xyz);
tmpvar_11.z = dot (tmpvar_4.xyz, normal_10.xyz);
reflcol_8 = (textureCube (_Cube, (tmpvar_7 - (2.0 *
(dot (tmpvar_11, tmpvar_7) * tmpvar_11)
))) * tmpvar_9.w);
light_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_6.xyz = (light_6.xyz + unity_Ambient.xyz);
vec4 c_12;
float spec_13;
spec_13 = (light_6.w * tmpvar_9.w);
c_12.xyz = (((tmpvar_9 * _Color).xyz * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_13));
c_12.w = ((reflcol_8.w * _ReflectColor.w) + (spec_13 * _SpecColor.w));
col_5.w = c_12.w;
col_5.xyz = (c_12.xyz + (reflcol_8.xyz * _ReflectColor.xyz));
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gl_FragData[0] = col_5;
}
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// stats: 29 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 4 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _ReflectColor (high float) 4x1 [-1]
// #2: _SpecColor (high float) 4x1 [-1]
// #3: unity_Ambient (high float) 4x1 [-1]
// textures: 4
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _Cube (high cube) 0x0 [-1]
// #2: _LightBuffer (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]