bgfx/3rdparty/glsl-optimizer/tests/fragment/complex-alphabumpspec-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy);
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3.xyz * _Color.xyz);
float tmpvar_5;
tmpvar_5 = (tmpvar_3.w * _Color.w);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_6;
tmpvar_6 = normal.xyz;
vec4 c_i0;
float tmpvar_7;
tmpvar_7 = (pow (max (0.0, dot (tmpvar_6, normalize ((tmpvar_2 + normalize (gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w);
c_i0.xyz = ((((tmpvar_4 * _LightColor0.xyz) * max (0.0, dot (tmpvar_6, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_7)) * 2.0);
c_i0.w = (tmpvar_5 + ((_LightColor0.w * _SpecColor.w) * tmpvar_7));
c = c_i0;
c.xyz = (c_i0.xyz + (tmpvar_4 * gl_TexCoord[3].xyz));
c.w = tmpvar_5;
gl_FragData[0] = c;
}