bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_ScreenPosAlbedo1-out.txt

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2012-10-07 23:41:18 -04:00
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_3.w;
light_2.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
vec4 c_4;
c_4.xyz = (texture2D (_MainTex, ((tmpvar_1.xy / tmpvar_1.w) * vec2(2.0, 1.0))).xyz * light_2.xyz);
c_4.w = 0.0;
gl_FragData[0] = c_4;
}