bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_2UV1-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Detail;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 light;
vec4 tmpvar_2;
tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
light = tmpvar_2;
light.xyz = (tmpvar_2.xyz + unity_Ambient.xyz);
vec4 c;
c.xyz = (((texture2D (_MainTex, tmpvar_1.xy).xyz * texture2D (_Detail, tmpvar_1.zw).xyz) * 2.0) * light.xyz);
c.w = 0.0;
gl_FragData[0] = c;
}