bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_Rim_Bump1-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _BumpMap;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 c;
vec2 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xy;
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec4 c_i0;
c_i0.xyz = ((texture2D (_MainTex, tmpvar_2).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, normalize (gl_TexCoord[1].xyz))) * (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)) * 2.0));
c_i0.w = 0.0;
c = c_i0;
c.w = 0.0;
gl_FragData[0] = c;
}