bgfx/3rdparty/glsl-optimizer/tests/fragment/z-treeleafloop-outES.txt

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uniform lowp vec4 UNITY_LIGHTMODEL_AMBIENT;
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uniform sampler2D _BumpSpecMap;
uniform lowp float _Cutoff;
uniform sampler2D _MainTex;
uniform lowp vec4 _SpecColor;
uniform highp vec4 _TerrainTreeLightColors[4];
uniform lowp vec3 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD3;
varying highp vec3 xlv_TEXCOORD4;
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void main ()
{
lowp vec4 c_1;
mediump float nh_2;
mediump float nl_3;
mediump vec3 lightColor_4;
mediump vec3 backContribs_5;
mediump vec3 light_6;
mediump float gloss_7;
mediump float specular_8;
lowp vec3 albedo_9;
lowp vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, xlv_TEXCOORD0);
lowp float x_11;
x_11 = (tmpvar_10.w - _Cutoff);
if ((x_11 < 0.0)) {
discard;
};
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albedo_9 = (tmpvar_10.xyz * xlv_TEXCOORD1);
lowp vec4 tmpvar_12;
tmpvar_12 = texture2D (_BumpSpecMap, xlv_TEXCOORD0);
specular_8 = (tmpvar_12.x * 128.0);
lowp vec4 tmpvar_13;
tmpvar_13 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
gloss_7 = tmpvar_13.w;
light_6 = (UNITY_LIGHTMODEL_AMBIENT.xyz * albedo_9);
backContribs_5 = (xlv_TEXCOORD2 * tmpvar_13.z);
lightColor_4 = _TerrainTreeLightColors[0].xyz;
nl_3 = xlv_TEXCOORD3.x;
nh_2 = xlv_TEXCOORD4.x;
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light_6 = (light_6 + ((
(albedo_9 * ((backContribs_5.x * _TranslucencyColor) + nl_3))
+
(_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
) * lightColor_4));
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lightColor_4 = _TerrainTreeLightColors[1].xyz;
nl_3 = xlv_TEXCOORD3.y;
nh_2 = xlv_TEXCOORD4.y;
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light_6 = (light_6 + ((
(albedo_9 * ((backContribs_5.y * _TranslucencyColor) + nl_3))
+
(_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
) * lightColor_4));
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lightColor_4 = _TerrainTreeLightColors[2].xyz;
nl_3 = xlv_TEXCOORD3.z;
nh_2 = xlv_TEXCOORD4.z;
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light_6 = (light_6 + ((
(albedo_9 * ((backContribs_5.z * _TranslucencyColor) + nl_3))
+
(_SpecColor.xyz * (pow (nh_2, specular_8) * gloss_7))
) * lightColor_4));
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c_1.xyz = (light_6 * 2.0);
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c_1.w = 1.0;
gl_FragData[0] = c_1;
}
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// stats: 35 alu 4 tex 1 flow
// inputs: 5
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
// #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
// #3: xlv_TEXCOORD3 (high float) 3x1 [-1]
// #4: xlv_TEXCOORD4 (high float) 3x1 [-1]
// uniforms: 5 (total size: 0)
// #0: UNITY_LIGHTMODEL_AMBIENT (low float) 4x1 [-1]
// #1: _Cutoff (low float) 1x1 [-1]
// #2: _SpecColor (low float) 4x1 [-1]
// #3: _TerrainTreeLightColors (high float) 4x1 [4]
// #4: _TranslucencyColor (low float) 3x1 [-1]
// textures: 3
// #0: _BumpSpecMap (low 2d) 0x0 [-1]
// #1: _MainTex (low 2d) 0x0 [-1]
// #2: _TranslucencyMap (low 2d) 0x0 [-1]