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

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2012-10-07 23:41:18 -04:00
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void main ()
{
vec4 c_1;
vec4 c_2;
c_2.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * ((((dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz) * 0.5) + 0.5) * texture2D (_LightTexture0, gl_TexCoord[3].xy).w) * 2.0));
c_2.w = 0.0;
c_1.xyz = c_2.xyz;
c_1.w = 0.0;
gl_FragData[0] = c_1;
}