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

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2012-04-03 23:30:07 -04:00
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[3];
vec4 c;
vec2 tmpvar_3;
vec3 v;
vec3 tmpvar_4;
tmpvar_4 = normalize (gl_TexCoord[1].xyz);
v = tmpvar_4;
v.z = (tmpvar_4.z + 0.42);
tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_4.xy / v.z));
vec4 tmpvar_5;
tmpvar_5 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 LightCoord_i0;
LightCoord_i0 = tmpvar_2.xyz;
vec4 c_i0_i1;
c_i0_i1.xyz = ((tmpvar_5.xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, normalize (gl_TexCoord[2].xyz))) * ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w)) * 2.0));
c_i0_i1.w = tmpvar_5.w;
c = c_i0_i1;
c.w = 0.0;
gl_FragData[0] = c;
}