bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_Rim1-out.txt

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2012-04-03 23:30:07 -04:00
uniform vec4 unity_Ambient;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
vec4 col;
vec4 light;
vec4 tmpvar_1;
tmpvar_1 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
light = tmpvar_1;
light.xyz = (tmpvar_1.xyz + unity_Ambient.xyz);
vec4 c;
c.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light.xyz);
c.w = 0.0;
col = c;
col.xyz = (c.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize (gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
gl_FragData[0] = col;
}