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

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2012-04-03 23:30:07 -04:00
uniform sampler2D _TranslucencyMap;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _BumpSpecMap;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[3].xyz;
vec4 c;
vec2 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xy;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_BumpSpecMap, tmpvar_2);
vec4 normal;
normal.xy = ((tmpvar_3.wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_4;
tmpvar_4 = normal.xyz;
vec3 tmpvar_5;
tmpvar_5 = normalize (gl_TexCoord[1].xyz);
float atten;
atten = (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w);
vec4 c_i0_i1;
float tmpvar_6;
tmpvar_6 = (pow (max (0.0, dot (tmpvar_4, normalize ((tmpvar_5 + normalize (gl_TexCoord[2].xyz))))), (tmpvar_3.x * 128.0)) * texture2D (_TranslucencyMap, tmpvar_2).w);
c_i0_i1.xyz = (((((texture2D (_MainTex, tmpvar_2).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_4, tmpvar_5))) + (_LightColor0.xyz * tmpvar_6)) * (atten * 2.0));
c_i0_i1.w = (((_LightColor0.w * tmpvar_6) * atten) * gl_Color.w);
c = c_i0_i1;
c.w = 0.0;
gl_FragData[0] = c;
}