bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Parallax_Diffuse1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform vec4 _ReflectColor;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[3];
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[4];
vec4 tmpvar_4;
tmpvar_4 = gl_TexCoord[5];
vec4 col_5;
vec4 light_6;
vec3 tmpvar_7;
tmpvar_7.x = tmpvar_2.w;
tmpvar_7.y = tmpvar_3.w;
tmpvar_7.z = tmpvar_4.w;
vec2 tmpvar_8;
vec3 v_9;
vec3 tmpvar_10;
tmpvar_10 = normalize(gl_TexCoord[1].xyz);
v_9.xy = tmpvar_10.xy;
v_9.z = (tmpvar_10.z + 0.42);
tmpvar_8 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_10.xy / v_9.z));
vec4 tmpvar_11;
tmpvar_11 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_8));
vec4 normal_12;
normal_12.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_8)).wy * 2.0) - 1.0);
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normal_12.z = sqrt(((1.0 -
(normal_12.x * normal_12.x)
) - (normal_12.y * normal_12.y)));
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vec3 tmpvar_13;
tmpvar_13.x = dot (tmpvar_2.xyz, normal_12.xyz);
tmpvar_13.y = dot (tmpvar_3.xyz, normal_12.xyz);
tmpvar_13.z = dot (tmpvar_4.xyz, normal_12.xyz);
vec4 tmpvar_14;
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tmpvar_14 = (textureCube (_Cube, (tmpvar_7 - (2.0 *
(dot (tmpvar_13, tmpvar_7) * tmpvar_13)
))) * tmpvar_11.w);
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vec4 tmpvar_15;
tmpvar_15 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_6.w = tmpvar_15.w;
light_6.xyz = (tmpvar_15.xyz + unity_Ambient.xyz);
vec4 c_16;
c_16.xyz = ((tmpvar_11 * _Color).xyz * light_6.xyz);
c_16.w = (tmpvar_14.w * _ReflectColor.w);
col_5.w = c_16.w;
col_5.xyz = (c_16.xyz + (tmpvar_14.xyz * _ReflectColor.xyz));
gl_FragData[0] = col_5;
}
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// inputs: 1, stats: 32 alu 5 tex 0 flow