bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Particles_Multiply_(Double)-ir.txt

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2012-10-07 23:41:18 -04:00
struct v2f {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform sampler2D _MainTex;
vec4 frag (
in v2f i_1
)
{
vec4 col_2;
vec4 tex_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, i_1.texcoord);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
tex_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = ((tex_3.xyz * i_1.color.xyz) * 2.0);
col_2.xyz = tmpvar_6.xyz.xyz;
float tmpvar_7;
tmpvar_7 = (i_1.color.w * tex_3.w);
col_2.w = vec4(tmpvar_7).w;
vec4 tmpvar_8;
tmpvar_8 = vec4(col_2.w);
vec4 tmpvar_9;
tmpvar_9 = mix (vec4(0.5, 0.5, 0.5, 0.5), col_2, tmpvar_8);
return tmpvar_9;
}
void main ()
{
v2f xlt_i_10;
vec4 xl_retval_11;
vec4 tmpvar_12;
tmpvar_12 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_10.vertex = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = gl_Color.xyzw;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
xlt_i_10.color = tmpvar_14;
vec2 tmpvar_15;
tmpvar_15 = gl_TexCoord[0].xy;
vec2 tmpvar_16;
tmpvar_16 = tmpvar_15;
xlt_i_10.texcoord = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = frag (xlt_i_10);
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
xl_retval_11 = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19 = xl_retval_11.xyzw;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_FragData[0] = tmpvar_20;
}