bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Tree_Editor_Bark_Shader1-out.txt

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2012-10-07 23:41:18 -04:00
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _GlossMap;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[3].xyz;
vec4 c_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x)) - (normal_4.y * normal_4.y)));
vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[1].xyz);
float atten_6;
atten_6 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
vec4 c_7;
float tmpvar_8;
tmpvar_8 = (pow (max (0.0, dot (normal_4.xyz, normalize((tmpvar_5 + normalize(gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w);
c_7.xyz = (((((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_4.xyz, tmpvar_5))) + (_LightColor0.xyz * tmpvar_8)) * (atten_6 * 2.0));
c_7.w = (((_LightColor0.w * tmpvar_8) * atten_6) * _Color.w);
c_3.xyz = c_7.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}