bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Parallax_Diffuse1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
vec2 tmpvar_3;
vec3 v_4;
vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[1].xyz);
v_4.xy = tmpvar_5.xy;
v_4.z = (tmpvar_5.z + 0.42);
tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z));
vec4 tmpvar_6;
tmpvar_6 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
vec4 normal_7;
normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 -
(normal_7.x * normal_7.x)
) - (normal_7.y * normal_7.y)));
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vec4 c_8;
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c_8.xyz = ((tmpvar_6.xyz * _LightColor0.xyz) * ((
max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz))
* texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0));
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c_8.w = tmpvar_6.w;
c_2.xyz = c_8.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
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// inputs: 1, stats: 24 alu 4 tex 0 flow