bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Bumped_Specular-out.txt

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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform samplerCube _Cube;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform float _Shininess;
uniform vec4 _SpecColor;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[3].xyz;
vec4 c_3;
vec3 tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
vec4 normal_6;
normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 -
(normal_6.x * normal_6.x)
) - (normal_6.y * normal_6.y)));
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vec3 tmpvar_7;
tmpvar_7 = normalize(gl_TexCoord[1].xyz);
vec4 tmpvar_8;
tmpvar_8 = texture2D (_LightTexture0, vec2(dot (tmpvar_2, tmpvar_2)));
vec4 c_9;
float tmpvar_10;
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tmpvar_10 = (pow (max (0.0,
dot (normal_6.xyz, normalize((tmpvar_7 + normalize(gl_TexCoord[2].xyz))))
), (_Shininess * 128.0)) * tmpvar_5.w);
c_9.xyz = (((
((tmpvar_5 * _Color).xyz * _LightColor0.xyz)
*
max (0.0, dot (normal_6.xyz, tmpvar_7))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
* tmpvar_10)) * (tmpvar_8.w * 2.0));
c_9.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + ((
(_LightColor0.w * _SpecColor.w)
* tmpvar_10) * tmpvar_8.w));
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c_3.xyz = c_9.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
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// inputs: 1, stats: 34 alu 4 tex 0 flow