bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Parallax_Diffuse1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
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vec4 c_3;
vec2 tmpvar_4;
vec3 v_5;
vec3 tmpvar_6;
tmpvar_6 = normalize(gl_TexCoord[1].xyz);
v_5.xy = tmpvar_6.xy;
v_5.z = (tmpvar_6.z + 0.42);
tmpvar_4 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_6.xy / v_5.z));
c_3 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4)) * _Color);
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vec4 normal_7;
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normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 -
(normal_7.x * normal_7.x)
) - (normal_7.y * normal_7.y)));
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vec4 c_8;
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c_8.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
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max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz))
* texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0));
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c_8.w = c_3.w;
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c_2.xyz = c_8.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
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// stats: 24 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _Parallax (high float) 1x1 [-1]
// textures: 4
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _LightTexture0 (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]
// #3: _ParallaxMap (high 2d) 0x0 [-1]