bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Tree_Editor_Leaf_Shader1-out.txt
2012-10-07 20:41:18 -07:00

47 lines
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uniform sampler2D _ShadowMapTexture;
uniform vec4 _ProjectionParams;
uniform sampler2D _MainTex;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightShadowData;
uniform float _Cutoff;
uniform sampler2D _BumpMap;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[4].xy;
vec2 tmpvar_2;
tmpvar_2 = gl_TexCoord[5].xy;
vec4 res_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
normal_4.z = sqrt(((1.0 - (normal_4.x * normal_4.x)) - (normal_4.y * normal_4.y)));
float x_5;
x_5 = ((texture2D (_MainTex, tmpvar_2).w * gl_Color.w) - _Cutoff);
if ((x_5 < 0.0)) {
discard;
};
vec4 tmpvar_6;
tmpvar_6 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = ((((gl_TexCoord[0].xyz * tmpvar_6.x) + (gl_TexCoord[1].xyz * tmpvar_6.y)) + (gl_TexCoord[2].xyz * tmpvar_6.z)) + (gl_TexCoord[3].xyz * tmpvar_6.w));
vec4 tmpvar_8;
tmpvar_8 = texture2D (_ShadowMapTexture, tmpvar_7.xy);
float tmpvar_9;
if ((tmpvar_8.x < tmpvar_7.z)) {
tmpvar_9 = _LightShadowData.x;
} else {
tmpvar_9 = 1.0;
};
res_3.x = clamp ((tmpvar_9 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
res_3.y = 1.0;
vec2 enc_10;
vec2 tmpvar_11;
tmpvar_11 = fract((vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x));
enc_10.y = tmpvar_11.y;
enc_10.x = (tmpvar_11.x - (tmpvar_11.y * 0.00392157));
res_3.zw = enc_10;
gl_FragData[0] = res_3;
}