bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-RenderFX_Skybox-ir.txt

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struct v2f {
vec4 vertex;
vec2 texcoord;
};
uniform vec4 _Tint;
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uniform sampler2D _UpTex;
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vec4 skybox_frag (
in v2f i_1,
in sampler2D smp_2
)
{
vec4 col_3;
vec4 tex_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (smp_2, i_1.texcoord);
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
tex_4 = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = ((tex_4.xyz + _Tint.xyz) - 0.5);
col_3.xyz = tmpvar_7.xyz.xyz;
float tmpvar_8;
tmpvar_8 = (tex_4.w * _Tint.w);
col_3.w = vec4(tmpvar_8).w;
return col_3;
}
vec4 frag (
in v2f i_9
)
{
vec4 tmpvar_10;
tmpvar_10 = skybox_frag (i_9, _UpTex);
return tmpvar_10;
}
void main ()
{
v2f xlt_i_11;
vec4 xl_retval_12;
vec4 tmpvar_13;
tmpvar_13 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_11.vertex = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = gl_TexCoord[0].xy;
vec2 tmpvar_15;
tmpvar_15 = tmpvar_14;
xlt_i_11.texcoord = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = frag (xlt_i_11);
vec4 tmpvar_17;
tmpvar_17 = tmpvar_16;
xl_retval_12 = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18 = xl_retval_12.xyzw;
vec4 tmpvar_19;
tmpvar_19 = tmpvar_18;
gl_FragData[0] = tmpvar_19;
}