bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Rim2-out.txt
2014-10-11 12:32:43 -07:00

36 lines
1.2 KiB
Text

uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _RimColor;
uniform float _RimPower;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[4].xyz;
vec4 col_2;
vec4 light_3;
light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_4;
c_4.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz);
c_4.w = 0.0;
col_2.w = c_4.w;
col_2.xyz = (c_4.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_2;
}
// stats: 16 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 2 (total size: 0)
// #0: _RimColor (high float) 4x1 [-1]
// #1: _RimPower (high float) 1x1 [-1]
// textures: 4
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: unity_Lightmap (high 2d) 0x0 [-1]
// #3: unity_LightmapInd (high 2d) 0x0 [-1]