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

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2012-10-07 23:41:18 -04:00
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c_2;
vec3 tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
vec4 normal_5;
normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y)));
vec4 c_6;
c_6.xyz = (((tmpvar_4 * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal_5.xyz, gl_TexCoord[1].xyz)) * texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0));
c_6.w = ((textureCube (_Cube, tmpvar_3) * tmpvar_4.w).w * _ReflectColor.w);
c_2.xyz = c_6.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}