bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Custom_Data2-out.txt

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uniform sampler2D _LightBuffer;
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uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_3.w;
light_2.xyz = (tmpvar_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_4;
c_4.xyz = (gl_TexCoord[0].xyz * light_2.xyz);
c_4.w = 0.0;
gl_FragData[0] = c_4;
}
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// inputs: 1, stats: 9 alu 3 tex 0 flow