bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves2-out.txt

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2012-10-07 23:41:18 -04:00
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
float x_4;
x_4 = (tmpvar_3.w - _Cutoff);
if ((x_4 < 0.0)) {
discard;
};
vec4 tmpvar_5;
tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_5.w;
light_2.xyz = (tmpvar_5.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_6;
c_6.xyz = (tmpvar_3.xyz * light_2.xyz);
c_6.w = tmpvar_3.w;
gl_FragData[0] = c_6;
}