bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves1-out.txt
2012-10-07 20:41:18 -07:00

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uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
vec4 light_1;
vec4 tmpvar_2;
tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
float x_3;
x_3 = (tmpvar_2.w - _Cutoff);
if ((x_3 < 0.0)) {
discard;
};
vec4 tmpvar_4;
tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_1.w = tmpvar_4.w;
light_1.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
vec4 c_5;
c_5.xyz = (tmpvar_2.xyz * light_1.xyz);
c_5.w = tmpvar_2.w;
gl_FragData[0] = c_5;
}