bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Transparent_Cutout_Bumped_Diffuse1-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 float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[1];
vec4 light;
vec2 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
float x;
x = (tmpvar_3.w - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec4 tmpvar_4;
tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, tmpvar_1)));
light = tmpvar_4;
light.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
vec4 c_i0;
c_i0.xyz = (tmpvar_3.xyz * light.xyz);
c_i0.w = tmpvar_3.w;
gl_FragData[0] = c_i0;
}