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

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2012-04-03 23:30:07 -04:00
uniform sampler2D _TranslucencyMap;
uniform vec3 _TranslucencyColor;
uniform vec4 _TerrainTreeLightColors[4];
uniform vec4 _SpecColor;
uniform sampler2D _MainTex;
uniform float _Cutoff;
uniform sampler2D _BumpSpecMap;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = gl_TexCoord[2].xyz;
vec3 tmpvar_4;
vec3 tmpvar_5;
tmpvar_4 = gl_TexCoord[3].xyz;
tmpvar_5 = gl_TexCoord[4].xyz;
vec4 c;
int j;
vec3 backContribs;
vec3 light;
float gloss;
float specular;
vec3 albedo;
j = 0;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, tmpvar_1);
float x;
x = (tmpvar_6.w - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec3 tmpvar_7;
tmpvar_7 = (tmpvar_6.xyz * tmpvar_2);
albedo = tmpvar_7;
specular = (texture2D (_BumpSpecMap, tmpvar_1).x * 128.0);
vec4 tmpvar_8;
tmpvar_8 = texture2D (_TranslucencyMap, tmpvar_1);
gloss = tmpvar_8.w;
light = (gl_LightModel.ambient.xyz * tmpvar_7);
backContribs = (tmpvar_3 * tmpvar_8.z);
while (true) {
if ((j >= 3)) {
break;
};
light = (light + (((albedo * ((backContribs[j] * _TranslucencyColor) + tmpvar_4[j])) + (_SpecColor.xyz * (pow (tmpvar_5[j], specular) * gloss))) * _TerrainTreeLightColors[j].xyz));
j = (j + 1);
};
c.xyz = (light * 2.0);
c.w = 1.0;
gl_FragData[0] = c;
}