bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Nature_Soft_Occlusion_Leaves3-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D _MainTex;
uniform vec4 _LightPositionRange;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xyz;
float x;
x = ((texture2D (_MainTex, gl_TexCoord[1].xy) * _Color).w - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec4 tmpvar_2;
tmpvar_2 = fract ((vec4(1.0, 255.0, 65025.0, 160580992.0) * (length (tmpvar_1) * _LightPositionRange.w)));
gl_FragData[0] = (tmpvar_2 - (tmpvar_2.yzww * 0.00392157));
}