bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-inlineexpr1-outES.txt

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2012-04-03 23:30:07 -04:00
varying mediump vec2 xlv_TEXCOORD0;
uniform mediump float _EmberFadeStart;
uniform mediump float _EmberFadeEnd;
uniform sampler2D _BurntTex;
uniform sampler2D _MainTex;
void main ()
{
lowp float t;
mediump float tmpvar_1;
tmpvar_1 = clamp (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)), 0.0, 1.0);
t = tmpvar_1;
lowp vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = mix (texture2D (_MainTex, xlv_TEXCOORD0).xyz, texture2D (_BurntTex, xlv_TEXCOORD0).xyz, vec3(t));
gl_FragColor = tmpvar_2;
}