bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Bumped_Specular1-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
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[1].xyz;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
vec4 normal_5;
normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_5.z = sqrt(((1.0 -
(normal_5.x * normal_5.x)
) - (normal_5.y * normal_5.y)));
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float atten_6;
atten_6 = texture2D (_LightTexture0, gl_TexCoord[3].xy).w;
vec4 c_7;
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float spec_8;
spec_8 = (pow (max (0.0,
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dot (normal_5.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[2].xyz))))
), (_Shininess * 128.0)) * tmpvar_4.w);
c_7.xyz = (((
((tmpvar_4.xyz * _Color.xyz) * _LightColor0.xyz)
*
max (0.0, dot (normal_5.xyz, tmpvar_2))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
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* spec_8)) * (atten_6 * 2.0));
c_7.w = ((tmpvar_4.w * _Color.w) + ((_LightColor0.w * _SpecColor.w) * (spec_8 * atten_6)));
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c_3.xyz = c_7.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// stats: 31 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] 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: _LightTexture0 (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]