bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Diffuse1-out.txt

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uniform vec4 _Color;
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uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 col_3;
vec4 light_4;
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vec4 c_5;
c_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
light_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_4.xyz = (light_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
vec4 c_6;
c_6.xyz = (c_5.xyz * light_4.xyz);
c_6.w = c_5.w;
col_3.w = c_6.w;
col_3.xyz = (c_6.xyz + (c_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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gl_FragData[0] = col_3;
}
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// stats: 11 alu 5 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// textures: 5
// #0: _Illum (high 2d) 0x0 [-1]
// #1: _LightBuffer (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]
// #3: unity_Lightmap (high 2d) 0x0 [-1]
// #4: unity_LightmapInd (high 2d) 0x0 [-1]