bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_2UV-out.txt

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uniform sampler2D _Detail;
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uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[3];
vec4 c_3;
vec4 c_4;
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c_4.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * (2.0 * _LightColor0.xyz)) * ((
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max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
*
((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
) * 2.0));
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c_4.w = 0.0;
c_3.xyz = c_4.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// stats: 18 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
// #0: _LightColor0 (high float) 4x1 [-1]
// textures: 4
// #0: _Detail (high 2d) 0x0 [-1]
// #1: _LightTexture0 (high 2d) 0x0 [-1]
// #2: _LightTextureB0 (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]