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

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Text

struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
};
uniform sampler2D _MainTex;
vec4 frag (
in v2f i_1
)
{
vec4 col_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, i_1.uv);
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
col_2 = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = (col_2.xyz * (i_1.color * 2.0));
col_2.xyz = tmpvar_5.xyz.xyz;
float tmpvar_6;
tmpvar_6 = 1.0;
col_2.w = vec4(tmpvar_6).w;
return col_2;
}
void main ()
{
v2f xlt_i_7;
vec4 xl_retval_8;
vec4 tmpvar_9;
tmpvar_9 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_7.pos = tmpvar_9;
vec2 tmpvar_10;
tmpvar_10 = gl_TexCoord[0].xy;
vec2 tmpvar_11;
tmpvar_11 = tmpvar_10;
xlt_i_7.uv = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = gl_TexCoord[1].xyz;
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12;
xlt_i_7.color = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = frag (xlt_i_7);
vec4 tmpvar_15;
tmpvar_15 = tmpvar_14;
xl_retval_8 = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = xl_retval_8.xyzw;
vec4 tmpvar_17;
tmpvar_17 = tmpvar_16;
gl_FragData[0] = tmpvar_17;
}