bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_2UV-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _Detail;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[3];
vec4 c;
vec3 LightCoord_i0;
LightCoord_i0 = tmpvar_2.xyz;
vec4 c_i0;
c_i0.xyz = ((((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * 2.0) * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[1].xyz, normalize (gl_TexCoord[2].xyz))) * ((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)) * 2.0));
c_i0.w = 0.0;
c = c_i0;
c.w = 0.0;
gl_FragData[0] = c;
}