bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Specular2-out.txt

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uniform vec4 _Color;
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uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
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void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
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float tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
tmpvar_3 = (tmpvar_4.w * _Color.w);
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float x_5;
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x_5 = (tmpvar_3 - _Cutoff);
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if ((x_5 < 0.0)) {
discard;
};
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.xyz = (light_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_6;
float spec_7;
spec_7 = (light_2.w * tmpvar_4.w);
c_6.xyz = (((tmpvar_4.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_7));
c_6.w = (tmpvar_3 + (spec_7 * _SpecColor.w));
gl_FragData[0] = c_6;
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}
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// stats: 18 alu 5 tex 1 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 3 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _Cutoff (high float) 1x1 [-1]
// #2: _SpecColor (high float) 4x1 [-1]
// textures: 4
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: unity_Lightmap (high 2d) 0x0 [-1]
// #3: unity_LightmapInd (high 2d) 0x0 [-1]