bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Transparent_Cutout_Diffuse-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 float _Cutoff;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[3];
vec4 c;
vec4 tmpvar_4;
tmpvar_4 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
float x;
x = (tmpvar_4.w - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec3 LightCoord_i0;
LightCoord_i0 = tmpvar_3.xyz;
vec4 c_i0_i1;
c_i0_i1.xyz = ((tmpvar_4.xyz * _LightColor0.xyz) * ((max (0.0, dot (tmpvar_1, normalize (tmpvar_2))) * ((float((tmpvar_3.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_3.xy / tmpvar_3.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0));
c_i0_i1.w = tmpvar_4.w;
c = c_i0_i1;
c.w = tmpvar_4.w;
gl_FragData[0] = c;
}