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

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform float _Shininess;
uniform vec4 _SpecColor;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[3];
vec4 c_4;
vec2 tmpvar_5;
vec3 v_6;
vec3 tmpvar_7;
tmpvar_7 = normalize(tmpvar_2);
v_6.xy = tmpvar_7.xy;
v_6.z = (tmpvar_7.z + 0.42);
tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z));
vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5));
vec4 normal_9;
normal_9.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0);
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normal_9.z = sqrt(((1.0 -
(normal_9.x * normal_9.x)
) - (normal_9.y * normal_9.y)));
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vec3 tmpvar_10;
tmpvar_10 = normalize(gl_TexCoord[2].xyz);
float atten_11;
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atten_11 = ((float(
(tmpvar_3.z > 0.0)
) * texture2D (_LightTexture0, (
(tmpvar_3.xy / tmpvar_3.w)
+ 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_3.xyz, tmpvar_3.xyz))).w);
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vec4 c_12;
float tmpvar_13;
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tmpvar_13 = (pow (max (0.0,
dot (normal_9.xyz, normalize((tmpvar_10 + normalize(tmpvar_2))))
), (_Shininess * 128.0)) * tmpvar_8.w);
c_12.xyz = (((
((tmpvar_8.xyz * _Color.xyz) * _LightColor0.xyz)
*
max (0.0, dot (normal_9.xyz, tmpvar_10))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
* tmpvar_13)) * (atten_11 * 2.0));
c_12.w = ((tmpvar_8.w * _Color.w) + ((
(_LightColor0.w * _SpecColor.w)
* tmpvar_13) * atten_11));
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c_4.xyz = c_12.xyz;
c_4.w = 0.0;
gl_FragData[0] = c_4;
}
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// inputs: 1, stats: 48 alu 5 tex 0 flow