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

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uniform sampler2D _MainTex;
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uniform float _RampOffset;
uniform sampler2D _RampTex;
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void main ()
{
vec4 xlat_var_output_1;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec2 tmpvar_3;
tmpvar_3.y = 0.5;
tmpvar_3.x = (dot (tmpvar_2.xyz, vec3(0.22, 0.707, 0.071)) + _RampOffset);
xlat_var_output_1.xyz = texture2D (_RampTex, tmpvar_3).xyz;
xlat_var_output_1.w = tmpvar_2.w;
gl_FragData[0] = xlat_var_output_1;
}
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// stats: 3 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _RampOffset (high float) 1x1 [-1]
// textures: 2
// #0: _MainTex (high 2d) 0x0 [-1]
// #1: _RampTex (high 2d) 0x0 [-1]