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

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uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
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;
}