bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_Vertexlit-out.txt
2014-02-10 23:06:13 -08:00

24 lines
596 B
Text

uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[3].xyz;
vec4 c_2;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_Color);
vec4 c_4;
c_4.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
* texture2D (_LightTexture0, vec2(
dot (tmpvar_1, tmpvar_1)
)).w) * 2.0));
c_4.w = tmpvar_3.w;
c_2.xyz = c_4.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
// inputs: 2, stats: 10 alu 2 tex 0 flow