bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Rim_Bump1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).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).xyz * _LightColor0.xyz) * ((
max (0.0, dot (normal_4.xyz, normalize(gl_TexCoord[1].xyz)))
*
(texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w)
) * 2.0));
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c_5.w = 0.0;
c_3.xyz = c_5.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// stats: 18 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
// #0: _LightColor0 (high float) 4x1 [-1]
// textures: 4
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _LightTexture0 (high cube) 0x0 [-1]
// #2: _LightTextureB0 (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]