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

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2012-10-07 23:41:18 -04:00
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec3 tmpvar_5;
tmpvar_5 = normalize(gl_TexCoord[2].xyz);
float atten_6;
atten_6 = ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w);
vec4 c_7;
float tmpvar_8;
tmpvar_8 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_5 + normalize(gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w);
c_7.xyz = (((((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_5))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_8)) * (atten_6 * 2.0));
c_7.w = ((tmpvar_4.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_8) * atten_6));
c_3.xyz = c_7.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}