bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Diffuse1-out.txt

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2012-04-03 23:30:07 -04:00
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 col;
vec4 light;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
vec4 tmpvar_4;
tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
light = tmpvar_4;
light.xyz = (tmpvar_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
vec4 c_i0;
c_i0.xyz = (tmpvar_3.xyz * light.xyz);
c_i0.w = tmpvar_3.w;
col = c_i0;
col.xyz = (c_i0.xyz + (tmpvar_3.xyz * texture2D (_Illum, tmpvar_1.zw).w));
gl_FragData[0] = col;
}