bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_TerrainEngine_Splatmap_Lightmap-FirstPass-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 unity_Ambient;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[1];
vec4 light;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_Control, tmpvar_1.xy);
vec4 tmpvar_4;
tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[3])));
light = tmpvar_4;
light.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
vec4 c;
c.xyz = (((((tmpvar_3.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_3.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_3.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_3.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light.xyz);
c.w = 0.0;
gl_FragData[0] = c;
}