bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Reflective_Specular-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 _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c;
vec3 tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec3 tmpvar_5;
tmpvar_5 = normalize (gl_TexCoord[2].xyz);
vec3 LightCoord_i0;
LightCoord_i0 = tmpvar_2.xyz;
float atten;
atten = ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w);
vec4 c_i0_i1;
float tmpvar_6;
tmpvar_6 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_5 + normalize (gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w);
c_i0_i1.xyz = (((((tmpvar_4 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_5))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_6)) * (atten * 2.0));
c_i0_i1.w = (((textureCube (_Cube, tmpvar_3) * tmpvar_4.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_6) * atten));
c = c_i0_i1;
c.w = 0.0;
gl_FragData[0] = c;
}