bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Bumped_Diffuse1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[2];
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[3];
vec4 tmpvar_4;
tmpvar_4 = gl_TexCoord[4];
vec3 tmpvar_5;
tmpvar_5 = gl_TexCoord[5].xyz;
vec4 col_6;
vec4 light_7;
vec3 tmpvar_8;
tmpvar_8.x = tmpvar_2.w;
tmpvar_8.y = tmpvar_3.w;
tmpvar_8.z = tmpvar_4.w;
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vec4 reflcol_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, tmpvar_1.xy);
vec4 normal_11;
normal_11.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
normal_11.z = sqrt(((1.0 -
(normal_11.x * normal_11.x)
) - (normal_11.y * normal_11.y)));
vec3 tmpvar_12;
tmpvar_12.x = dot (tmpvar_2.xyz, normal_11.xyz);
tmpvar_12.y = dot (tmpvar_3.xyz, normal_11.xyz);
tmpvar_12.z = dot (tmpvar_4.xyz, normal_11.xyz);
reflcol_9 = (textureCube (_Cube, (tmpvar_8 - (2.0 *
(dot (tmpvar_12, tmpvar_8) * tmpvar_12)
))) * tmpvar_10.w);
light_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_7.xyz = (light_7.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_5.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_5.xy).xyz), vec3(clamp (tmpvar_5.z, 0.0, 1.0))));
vec4 c_13;
c_13.xyz = ((tmpvar_10 * _Color).xyz * light_7.xyz);
c_13.w = (reflcol_9.w * _ReflectColor.w);
col_6.w = c_13.w;
col_6.xyz = (c_13.xyz + (reflcol_9.xyz * _ReflectColor.xyz));
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gl_FragData[0] = col_6;
}
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// stats: 27 alu 6 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [6] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _ReflectColor (high float) 4x1 [-1]
// textures: 6
// #0: _BumpMap (high 2d) 0x0 [-1]
// #1: _Cube (high cube) 0x0 [-1]
// #2: _LightBuffer (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]
// #4: unity_Lightmap (high 2d) 0x0 [-1]
// #5: unity_LightmapInd (high 2d) 0x0 [-1]