bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Tree_Editor_Bark_Shader1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform sampler2D _GlossMap;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
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void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[3].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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vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[1].xyz);
float atten_6;
atten_6 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
vec4 c_7;
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float spec_8;
spec_8 = (pow (max (0.0,
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dot (normal_4.xyz, normalize((tmpvar_5 + normalize(gl_TexCoord[2].xyz))))
), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w);
c_7.xyz = (((
((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz)
*
max (0.0, dot (normal_4.xyz, tmpvar_5))
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) + (_LightColor0.xyz * spec_8)) * (atten_6 * 2.0));
c_7.w = ((_LightColor0.w * spec_8) * (atten_6 * _Color.w));
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c_3.xyz = c_7.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// stats: 31 alu 5 tex 0 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _Shininess (high float) 1x1 [-1]
// textures: 5
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _GlossMap (high 2d) 0x0 [-1]
// #2: _LightTexture0 (high cube) 0x0 [-1]
// #3: _LightTextureB0 (high 2d) 0x0 [-1]
// #4: _MainTex (high 2d) 0x0 [-1]