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

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uniform sampler2D _BumpSpecMap;
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uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _TranslucencyMap;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1);
vec4 tmpvar_5;
tmpvar_5 = texture2D (_TranslucencyMap, tmpvar_1);
float tmpvar_6;
tmpvar_6 = (tmpvar_4.w * gl_Color.w);
vec4 tmpvar_7;
tmpvar_7 = texture2D (_BumpSpecMap, tmpvar_1);
vec4 normal_8;
normal_8.xy = ((tmpvar_7.wy * 2.0) - 1.0);
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normal_8.z = sqrt(((1.0 -
(normal_8.x * normal_8.x)
) - (normal_8.y * normal_8.y)));
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float x_9;
x_9 = (tmpvar_6 - _Cutoff);
if ((x_9 < 0.0)) {
discard;
};
vec4 c_10;
float tmpvar_11;
tmpvar_11 = dot (normal_8.xyz, tmpvar_2);
float tmpvar_12;
tmpvar_12 = max (0.0, -(tmpvar_11));
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c_10.xyz = (((
((tmpvar_4.xyz * gl_Color.xyz) * (max (0.0, (
(tmpvar_11 * 0.5)
+ 0.5)) + ((tmpvar_5.xyz * tmpvar_12) * 2.0)))
+
((pow (max (0.0,
dot (normal_8.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[2].xyz))))
), (tmpvar_7.x * 128.0)) * tmpvar_5.w) * (1.0 - clamp (ceil(tmpvar_12), 0.0, 1.0)))
) * _LightColor0.xyz) * 2.0);
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c_3.xyz = c_10.xyz;
c_3.w = tmpvar_6;
gl_FragData[0] = c_3;
}
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// inputs: 2, stats: 36 alu 4 tex 1 flow