bgfx/3rdparty/glsl-optimizer/tests/fragment/z-treeleaf-outES.txt
2014-02-10 23:06:13 -08:00

85 lines
2.5 KiB
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uniform sampler2D _BumpSpecMap;
uniform highp vec4 _Color;
uniform highp float _Cutoff;
uniform highp vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform mediump float _ShadowStrength;
uniform mediump vec3 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
uniform mediump float _TranslucencyViewDependency;
varying highp vec2 xlv_TEXCOORD0;
varying highp vec4 xlv_COLOR0;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD2;
varying highp vec2 xlv_TEXCOORD3;
void main ()
{
mediump vec4 c_1;
mediump vec3 lightDir_2;
mediump vec3 tmpvar_3;
mediump float tmpvar_4;
mediump vec4 norspc_5;
mediump vec4 trngls_6;
mediump vec4 c_7;
lowp vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, xlv_TEXCOORD0);
c_7 = tmpvar_8;
highp vec3 tmpvar_9;
tmpvar_9 = ((c_7.xyz * _Color.xyz) * xlv_COLOR0.w);
tmpvar_3 = tmpvar_9;
lowp vec4 tmpvar_10;
tmpvar_10 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
trngls_6 = tmpvar_10;
highp float tmpvar_11;
tmpvar_11 = (trngls_6.w * _Color.x);
tmpvar_4 = tmpvar_11;
lowp vec4 tmpvar_12;
tmpvar_12 = texture2D (_BumpSpecMap, xlv_TEXCOORD0);
norspc_5 = tmpvar_12;
mediump vec4 normal_13;
normal_13.xy = ((norspc_5.wy * 2.0) - 1.0);
normal_13.z = sqrt(((1.0 -
(normal_13.x * normal_13.x)
) - (normal_13.y * normal_13.y)));
highp float x_14;
x_14 = (c_7.w - _Cutoff);
if ((x_14 < 0.0)) {
discard;
};
lightDir_2 = xlv_TEXCOORD1;
highp vec3 tmpvar_15;
tmpvar_15 = normalize(xlv_TEXCOORD2);
lowp vec4 tmpvar_16;
tmpvar_16 = texture2D (_LightTexture0, xlv_TEXCOORD3);
mediump vec3 viewDir_17;
viewDir_17 = tmpvar_15;
mediump float atten_18;
atten_18 = tmpvar_16.w;
mediump vec4 c_19;
mediump float tmpvar_20;
tmpvar_20 = dot (normal_13.xyz, lightDir_2);
mediump float tmpvar_21;
tmpvar_21 = (pow (max (0.0,
dot (normal_13.xyz, normalize((lightDir_2 + viewDir_17)))
), (norspc_5.x * 128.0)) * tmpvar_4);
c_19.xyz = (tmpvar_3 * ((
((mix (clamp (
-(tmpvar_20)
, 0.0, 1.0), clamp (
dot (viewDir_17, -(lightDir_2))
, 0.0, 1.0), _TranslucencyViewDependency) * trngls_6.z) * _TranslucencyColor)
* 2.0) + max (0.0,
((tmpvar_20 * 0.6) + 0.4)
)));
highp vec3 tmpvar_22;
tmpvar_22 = ((c_19.xyz * _LightColor0.xyz) + tmpvar_21);
c_19.xyz = tmpvar_22;
c_19.xyz = (c_19.xyz * mix (2.0, (atten_18 * 2.0), _ShadowStrength));
c_1.xyz = c_19.xyz;
c_1.w = c_7.w;
gl_FragData[0] = c_1;
}
// inputs: 5, stats: 40 alu 5 tex 1 flow