bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Rim1-out.txt
2014-10-11 12:32:43 -07:00

32 lines
937 B
Text

uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _RimColor;
uniform float _RimPower;
uniform vec4 unity_Ambient;
void main ()
{
vec4 col_1;
vec4 light_2;
light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
vec4 c_3;
c_3.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_2.xyz);
c_3.w = 0.0;
col_1.w = c_3.w;
col_1.xyz = (c_3.xyz + (_RimColor.xyz * pow (
(1.0 - clamp (dot (normalize(gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0))
, _RimPower)));
gl_FragData[0] = col_1;
}
// stats: 12 alu 2 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 3 (total size: 0)
// #0: _RimColor (high float) 4x1 [-1]
// #1: _RimPower (high float) 1x1 [-1]
// #2: unity_Ambient (high float) 4x1 [-1]
// textures: 2
// #0: _LightBuffer (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]