bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Reflective_Parallax_Specular1-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = gl_TexCoord[2].xyz;
vec4 c;
vec3 tmpvar_4;
vec2 tmpvar_5;
vec3 v;
vec3 tmpvar_6;
tmpvar_6 = normalize (tmpvar_2);
v = tmpvar_6;
v.z = (tmpvar_6.z + 0.42);
tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_6.xy / v.z));
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5));
vec4 normal;
normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_8;
tmpvar_8 = normal.xyz;
float atten;
atten = texture2D (_LightTexture0, gl_TexCoord[3].xy).w;
vec4 c_i0;
float tmpvar_9;
tmpvar_9 = (pow (max (0.0, dot (tmpvar_8, normalize ((tmpvar_3 + normalize (tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_7.w);
c_i0.xyz = (((((tmpvar_7.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_8, tmpvar_3))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (atten * 2.0));
c_i0.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_7.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * atten));
c = c_i0;
c.w = 0.0;
gl_FragData[0] = c;
}