bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Bumped_Specular1-out.txt

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uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 col_2;
vec4 light_3;
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vec4 c_4;
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vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
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c_4 = (tmpvar_5 * _Color);
light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_3.xyz = (light_3.xyz + unity_Ambient.xyz);
vec4 c_6;
float spec_7;
spec_7 = (light_3.w * tmpvar_5.w);
c_6.xyz = ((c_4.xyz * light_3.xyz) + ((light_3.xyz * _SpecColor.xyz) * spec_7));
c_6.w = (c_4.w + (spec_7 * _SpecColor.w));
col_2.w = c_6.w;
col_2.xyz = (c_6.xyz + (c_4.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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gl_FragData[0] = col_2;
}
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// stats: 13 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [2] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _SpecColor (high float) 4x1 [-1]
// #2: unity_Ambient (high float) 4x1 [-1]
// textures: 3
// #0: _Illum (high 2d) 0x0 [-1]
// #1: _LightBuffer (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]