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

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform float _Shininess;
uniform vec4 _SpecColor;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c_3;
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vec3 tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
tmpvar_4 = (tmpvar_5.xyz * _Color.xyz);
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vec4 normal_6;
normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 -
(normal_6.x * normal_6.x)
) - (normal_6.y * normal_6.y)));
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vec4 tmpvar_7;
tmpvar_7 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]);
vec4 c_8;
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float spec_9;
spec_9 = (pow (max (0.0,
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dot (normal_6.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz))))
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), (_Shininess * 128.0)) * tmpvar_5.w);
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c_8.xyz = (((
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(tmpvar_4 * _LightColor0.xyz)
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*
max (0.0, dot (normal_6.xyz, tmpvar_2))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
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* spec_9)) * (tmpvar_7.x * 2.0));
c_8.w = ((tmpvar_5.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_9 * tmpvar_7.x)));
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c_3.w = c_8.w;
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c_3.xyz = (c_8.xyz + (tmpvar_4 * gl_TexCoord[3].xyz));
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gl_FragData[0] = c_3;
}
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// stats: 32 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 4 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _Shininess (high float) 1x1 [-1]
// #3: _SpecColor (high float) 4x1 [-1]
// textures: 3
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: _ShadowMapTexture (high 2d) 0x0 [-1]