bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Tests_Blend_Many_Textures-in.txt
2012-10-07 20:41:18 -07:00

67 lines
1.6 KiB
Text

struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct v2f {
vec4 pos;
vec2 uv;
};
struct appdata_base {
vec4 vertex;
vec3 normal;
vec4 texcoord;
};
uniform sampler2D _MainTex0;
uniform sampler2D _MainTex1;
uniform sampler2D _MainTex10;
uniform sampler2D _MainTex11;
uniform sampler2D _MainTex12;
uniform sampler2D _MainTex13;
uniform sampler2D _MainTex14;
uniform sampler2D _MainTex15;
uniform sampler2D _MainTex2;
uniform sampler2D _MainTex3;
uniform sampler2D _MainTex4;
uniform sampler2D _MainTex5;
uniform sampler2D _MainTex6;
uniform sampler2D _MainTex7;
uniform sampler2D _MainTex8;
uniform sampler2D _MainTex9;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 col;
col = texture2D( _MainTex0, i.uv);
col += texture2D( _MainTex1, i.uv);
col += texture2D( _MainTex2, i.uv);
col += texture2D( _MainTex3, i.uv);
col += texture2D( _MainTex4, i.uv);
col += texture2D( _MainTex5, i.uv);
col += texture2D( _MainTex6, i.uv);
col += texture2D( _MainTex7, i.uv);
col += texture2D( _MainTex8, i.uv);
col += texture2D( _MainTex9, i.uv);
col += texture2D( _MainTex10, i.uv);
col += texture2D( _MainTex11, i.uv);
col += texture2D( _MainTex12, i.uv);
col += texture2D( _MainTex13, i.uv);
col += texture2D( _MainTex14, i.uv);
col += texture2D( _MainTex15, i.uv);
return col;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}