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

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2012-04-03 23:30:07 -04:00
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec3 tmpvar_4;
tmpvar_4 = normalize (gl_TexCoord[2].xyz);
vec3 LightCoord_i0;
LightCoord_i0 = tmpvar_2.xyz;
float atten;
atten = ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w);
vec4 c_i0;
float tmpvar_5;
tmpvar_5 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_4 + normalize (gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w);
c_i0.xyz = (((((tmpvar_3.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_4))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_5)) * (atten * 2.0));
c_i0.w = ((tmpvar_3.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_5) * atten));
c = c_i0;
c.w = 0.0;
gl_FragData[0] = c;
}