bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Specular2-out.txt

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2012-10-07 23:41:18 -04:00
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
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;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_5 * _Color);
vec4 tmpvar_7;
tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_4.w = tmpvar_7.w;
light_4.xyz = (tmpvar_7.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_8;
float tmpvar_9;
tmpvar_9 = (tmpvar_7.w * tmpvar_5.w);
c_8.xyz = ((tmpvar_6.xyz * light_4.xyz) + ((light_4.xyz * _SpecColor.xyz) * tmpvar_9));
c_8.w = (tmpvar_6.w + (tmpvar_9 * _SpecColor.w));
col_3.w = c_8.w;
col_3.xyz = (c_8.xyz + (tmpvar_6.xyz * texture2D (_Illum, tmpvar_1.zw).w));
gl_FragData[0] = col_3;
}