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

33 lines
945 B
Text
Raw Normal View History

2012-04-03 23:30:07 -04:00
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec3 tmpvar_3;
tmpvar_3 = gl_TexCoord[3].xyz;
vec4 tmpvar_4;
tmpvar_4 = gl_TexCoord[4];
vec4 c;
vec2 tmpvar_5;
tmpvar_5 = gl_TexCoord[0].xy;
float x;
x = (fract (((tmpvar_1.y + (tmpvar_1.z * 0.1)) * 5.0)) - 0.5);
if ((x < 0.0)) {
discard;
};
vec3 LightCoord_i0;
LightCoord_i0 = tmpvar_4.xyz;
vec4 c_i0;
c_i0.xyz = ((texture2D (_MainTex, tmpvar_5).xyz * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_2, normalize (tmpvar_3))) * ((float((tmpvar_4.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_4.xy / tmpvar_4.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;
}