bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular1-out.txt

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2012-10-07 23:41:18 -04:00
uniform float _Shininess;
void main ()
{
vec4 res_1;
res_1.xyz = ((gl_TexCoord[0].xyz * vec3(0.5, 0.5, -0.5)) + 0.5);
res_1.w = _Shininess;
gl_FragData[0] = res_1;
}