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

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
float tmpvar_5;
tmpvar_5 = (tmpvar_4.w * _Color.w);
float x_6;
x_6 = (tmpvar_5 - _Cutoff);
if ((x_6 < 0.0)) {
discard;
};
vec4 c_7;
float tmpvar_8;
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tmpvar_8 = (pow (max (0.0,
dot (tmpvar_1, normalize((tmpvar_2 + normalize(gl_TexCoord[3].xyz))))
), (_Shininess * 128.0)) * tmpvar_4.w);
c_7.xyz = (((
((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz)
*
max (0.0, dot (tmpvar_1, tmpvar_2))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
* tmpvar_8)) * 2.0);
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c_7.w = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_8));
c_3.xyz = c_7.xyz;
c_3.w = tmpvar_5;
gl_FragData[0] = c_3;
}
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// inputs: 1, stats: 23 alu 2 tex 1 flow