bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Diffuse-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[3].xyz;
vec4 c;
vec4 tmpvar_2;
tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
vec4 c_i0_i1;
c_i0_i1.xyz = ((tmpvar_2.xyz * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * texture2D (_LightTexture0, vec2(dot (tmpvar_1, tmpvar_1))).w) * 2.0));
c_i0_i1.w = tmpvar_2.w;
c = c_i0_i1;
c.w = 0.0;
gl_FragData[0] = c;
}