bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Internal-Halo-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D _HaloFalloff;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = texture2D (_HaloFalloff, gl_TexCoord[0].xy);
vec4 tmpvar_2;
tmpvar_2.xyz = (gl_Color.xyz * tmpvar_1.w);
tmpvar_2.w = tmpvar_1.w;
gl_FragData[0] = tmpvar_2;
}