bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Particles_Multiply_(Double)-out.txt

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uniform sampler2D _MainTex;
void main ()
{
vec4 col_1;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
col_1.xyz = ((tmpvar_2.xyz * gl_Color.xyz) * 2.0);
col_1.w = (gl_Color.w * tmpvar_2.w);
gl_FragData[0] = mix (vec4(0.5, 0.5, 0.5, 0.5), col_1, col_1.wwww);
}
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// stats: 4 alu 1 tex 0 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]