bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Parallax_Diffuse2-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 unity_Ambient;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 col;
vec4 light;
vec2 tmpvar_2;
vec3 v;
vec3 tmpvar_3;
tmpvar_3 = normalize (gl_TexCoord[2].xyz);
v = tmpvar_3;
v.z = (tmpvar_3.z + 0.42);
tmpvar_2 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_3.xy / v.z));
vec4 tmpvar_4;
tmpvar_4 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_2)) * _Color);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_2)).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec4 tmpvar_5;
tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[3])));
light = tmpvar_5;
light.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
vec4 c_i0;
c_i0.xyz = (tmpvar_4.xyz * light.xyz);
c_i0.w = tmpvar_4.w;
col = c_i0;
col.xyz = (c_i0.xyz + (tmpvar_4.xyz * texture2D (_Illum, (gl_TexCoord[1].xy + tmpvar_2)).w));
gl_FragData[0] = col;
}