bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_Tree_Optimized_Bark_Shader1-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D _BumpSpecMap;
void main ()
{
vec2 tmpvar_1;
vec4 normal;
normal.xy = ((texture2D (_BumpSpecMap, tmpvar_1).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}