bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Bumped_Diffuse1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 light_1;
vec2 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
vec4 normal_4;
normal_4.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
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normal_4.z = sqrt(((1.0 -
(normal_4.x * normal_4.x)
) - (normal_4.y * normal_4.y)));
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float x_5;
x_5 = (tmpvar_3.w - _Cutoff);
if ((x_5 < 0.0)) {
discard;
};
vec4 tmpvar_6;
tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_1.w = tmpvar_6.w;
light_1.xyz = (tmpvar_6.xyz + unity_Ambient.xyz);
vec4 c_7;
c_7.xyz = (tmpvar_3.xyz * light_1.xyz);
c_7.w = tmpvar_3.w;
gl_FragData[0] = c_7;
}
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// inputs: 1, stats: 14 alu 4 tex 1 flow