bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Decal2-out.txt

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2012-10-07 23:41:18 -04:00
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _DecalTex;
uniform vec4 _Color;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
c_3.w = tmpvar_4.w;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw);
c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www);
vec4 tmpvar_6;
tmpvar_6 = (c_3 * _Color);
c_3 = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_7.w;
light_2.xyz = (tmpvar_7.xyz + unity_Ambient.xyz);
vec4 c_8;
c_8.xyz = (tmpvar_6.xyz * light_2.xyz);
c_8.w = tmpvar_6.w;
gl_FragData[0] = c_8;
}