bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Parallax_Diffuse1-out.txt

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uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light_2;
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vec4 c_3;
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vec3 v_4;
vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[1].xyz);
v_4.xy = tmpvar_5.xy;
v_4.z = (tmpvar_5.z + 0.42);
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c_3 = (texture2D (_MainTex, (tmpvar_1.xy + (
((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0))
*
(tmpvar_5.xy / v_4.z)
))) * _Color);
light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
vec4 c_6;
c_6.xyz = (c_3.xyz * light_2.xyz);
c_6.w = c_3.w;
gl_FragData[0] = c_6;
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}
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// stats: 13 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Parallax (high float) 1x1 [-1]
// #2: unity_Ambient (high float) 4x1 [-1]
// textures: 3
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: _ParallaxMap (high 2d) 0x0 [-1]