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

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uniform sampler2D _BumpMap;
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uniform float _Cutoff;
uniform sampler2D _GlossMap;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _TranslucencyColor;
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[3].xyz;
vec4 c_3;
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float tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, tmpvar_1);
tmpvar_4 = (tmpvar_5.w * gl_Color.w);
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vec4 normal_6;
normal_6.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 -
(normal_6.x * normal_6.x)
) - (normal_6.y * normal_6.y)));
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float x_7;
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x_7 = (tmpvar_4 - _Cutoff);
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if ((x_7 < 0.0)) {
discard;
};
vec3 tmpvar_8;
tmpvar_8 = normalize(gl_TexCoord[1].xyz);
vec4 c_9;
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vec3 col_10;
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float tmpvar_11;
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tmpvar_11 = dot (normal_6.xyz, tmpvar_8);
float tmpvar_12;
tmpvar_12 = max (0.0, -(tmpvar_11));
col_10 = ((tmpvar_5.xyz * gl_Color.xyz) * (max (0.0,
((tmpvar_11 * 0.5) + 0.5)
) + (
(texture2D (_TranslucencyMap, tmpvar_1).xyz * _TranslucencyColor.xyz)
*
(tmpvar_12 * 2.0)
)));
col_10 = (col_10 + ((
pow (max (0.0, dot (normal_6.xyz, normalize(
(tmpvar_8 + normalize(gl_TexCoord[2].xyz))
))), (_Shininess * 128.0))
* texture2D (_GlossMap, tmpvar_1).w) * (1.0 -
clamp (ceil(tmpvar_12), 0.0, 1.0)
)));
col_10 = (col_10 * _LightColor0.xyz);
c_9.xyz = (col_10 * ((texture2D (_LightTextureB0, vec2(
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dot (tmpvar_2, tmpvar_2)
)).w * textureCube (_LightTexture0, tmpvar_2).w) * 2.0));
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c_3.xyz = c_9.xyz;
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c_3.w = tmpvar_4;
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gl_FragData[0] = c_3;
}
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// stats: 41 alu 7 tex 1 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 4 (total size: 0)
// #0: _Cutoff (high float) 1x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _Shininess (high float) 1x1 [-1]
// #3: _TranslucencyColor (high float) 4x1 [-1]
// textures: 6
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _GlossMap (high 2d) 0x0 [-1]
// #2: _LightTexture0 (high cube) 0x0 [-1]
// #3: _LightTextureB0 (high 2d) 0x0 [-1]
// #4: _MainTex (high 2d) 0x0 [-1]
// #5: _TranslucencyMap (high 2d) 0x0 [-1]