bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Specular2-out.txt

45 lines
1.4 KiB
Text
Raw Normal View History

2012-10-07 23:41:18 -04:00
uniform vec4 _Color;
2014-02-11 02:06:13 -05:00
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
2012-10-07 23:41:18 -04:00
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 col_3;
vec4 light_4;
2014-10-11 15:32:43 -04:00
vec4 c_5;
2012-10-07 23:41:18 -04:00
vec4 tmpvar_6;
2014-10-11 15:32:43 -04:00
tmpvar_6 = texture2D (_MainTex, tmpvar_1.xy);
c_5 = (tmpvar_6 * _Color);
light_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_4.xyz = (light_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
vec4 c_7;
float spec_8;
spec_8 = (light_4.w * tmpvar_6.w);
c_7.xyz = ((c_5.xyz * light_4.xyz) + ((light_4.xyz * _SpecColor.xyz) * spec_8));
c_7.w = (c_5.w + (spec_8 * _SpecColor.w));
col_3.w = c_7.w;
col_3.xyz = (c_7.xyz + (c_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
2012-10-07 23:41:18 -04:00
gl_FragData[0] = col_3;
}
2014-02-11 02:06:13 -05:00
2014-10-11 15:32:43 -04:00
// stats: 17 alu 5 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 2 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _SpecColor (high float) 4x1 [-1]
// textures: 5
// #0: _Illum (high 2d) 0x0 [-1]
// #1: _LightBuffer (high 2d) 0x0 [-1]
// #2: _MainTex (high 2d) 0x0 [-1]
// #3: unity_Lightmap (high 2d) 0x0 [-1]
// #4: unity_LightmapInd (high 2d) 0x0 [-1]