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

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightMap;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
vec2 tmpvar_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_4.z = sqrt(((1.0 -
(normal_4.x * normal_4.x)
) - (normal_4.y * normal_4.y)));
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vec4 c_5;
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c_5.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz) * _LightColor0.xyz) * ((
max (0.0, dot (normal_4.xyz, gl_TexCoord[1].xyz))
* texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0));
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c_5.w = (texture2D (_LightMap, tmpvar_3).w * _Color.w);
c_2.xyz = c_5.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
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// stats: 16 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// textures: 4
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _LightMap (high 2d) 0x0 [-1]
// #2: _LightTexture0 (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]