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

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uniform sampler2D _BumpMap;
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uniform float _Cutoff;
uniform sampler2D _GlossMap;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[3].xyz;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1);
float tmpvar_5;
tmpvar_5 = (tmpvar_4.w * gl_Color.w);
vec4 normal_6;
normal_6.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 -
(normal_6.x * normal_6.x)
) - (normal_6.y * normal_6.y)));
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float x_7;
x_7 = (tmpvar_5 - _Cutoff);
if ((x_7 < 0.0)) {
discard;
};
vec3 tmpvar_8;
tmpvar_8 = normalize(gl_TexCoord[1].xyz);
vec4 c_9;
float tmpvar_10;
tmpvar_10 = dot (normal_6.xyz, tmpvar_8);
float tmpvar_11;
tmpvar_11 = max (0.0, -(tmpvar_10));
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c_9.xyz = (((
((tmpvar_4.xyz * gl_Color.xyz) * (max (0.0, (
(tmpvar_10 * 0.5)
+ 0.5)) + ((
(texture2D (_TranslucencyMap, tmpvar_1).xyz * _TranslucencyColor.xyz)
* tmpvar_11) * 2.0)))
+
((pow (max (0.0,
dot (normal_6.xyz, normalize((tmpvar_8 + normalize(gl_TexCoord[2].xyz))))
), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w) * (1.0 - clamp (ceil(tmpvar_11), 0.0, 1.0)))
) * _LightColor0.xyz) * ((texture2D (_LightTextureB0, vec2(
dot (tmpvar_2, tmpvar_2)
)).w * textureCube (_LightTexture0, tmpvar_2).w) * 2.0));
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c_3.xyz = c_9.xyz;
c_3.w = tmpvar_5;
gl_FragData[0] = c_3;
}
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// inputs: 2, stats: 41 alu 7 tex 1 flow