bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-RenderFX_Skybox_Cubed-ir.txt

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struct v2f {
vec4 vertex;
vec3 texcoord;
};
uniform samplerCube _Tex;
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uniform vec4 _Tint;
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vec4 frag (
in v2f i_1
)
{
vec4 col_2;
vec4 tex_3;
vec4 tmpvar_4;
tmpvar_4 = textureCube (_Tex, i_1.texcoord);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
tex_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = ((tex_3.xyz + _Tint.xyz) - 0.5);
col_2.xyz = tmpvar_6.xyz.xyz;
float tmpvar_7;
tmpvar_7 = (tex_3.w * _Tint.w);
col_2.w = vec4(tmpvar_7).w;
return col_2;
}
void main ()
{
v2f xlt_i_8;
vec4 xl_retval_9;
vec4 tmpvar_10;
tmpvar_10 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_8.vertex = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = gl_TexCoord[0].xyz;
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_i_8.texcoord = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = frag (xlt_i_8);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval_9 = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval_9.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_FragData[0] = tmpvar_16;
}