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

18 lines
434 B
Text

uniform sampler2D _HaloFalloff;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = texture2D (_HaloFalloff, gl_TexCoord[0].xy);
vec4 tmpvar_2;
tmpvar_2.xyz = (gl_Color.xyz * tmpvar_1.w);
tmpvar_2.w = tmpvar_1.w;
gl_FragData[0] = tmpvar_2;
}
// stats: 1 alu 1 tex 0 flow
// inputs: 2
// #0: gl_Color (high float) 4x1 [-1] loc 1
// #1: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 1
// #0: _HaloFalloff (high 2d) 0x0 [-1]