bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular2-out.txt

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uniform vec4 _Color;
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uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 col_1;
vec4 light_2;
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vec4 reflcol_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
reflcol_3 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_4.w);
light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
vec4 c_5;
float spec_6;
spec_6 = (light_2.w * tmpvar_4.w);
c_5.xyz = (((tmpvar_4 * _Color).xyz * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_6));
c_5.w = ((reflcol_3.w * _ReflectColor.w) + (spec_6 * _SpecColor.w));
col_1.w = c_5.w;
col_1.xyz = (c_5.xyz + (reflcol_3.xyz * _ReflectColor.xyz));
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gl_FragData[0] = col_1;
}
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// stats: 15 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 4 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _ReflectColor (high float) 4x1 [-1]
// #2: _SpecColor (high float) 4x1 [-1]
// #3: unity_Ambient (high float) 4x1 [-1]
// textures: 3
// #0: _Cube (high cube) 0x0 [-1]
// #1: _LightBuffer (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]