bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Bumped_Specular2-out.txt
2014-02-10 23:06:13 -08:00

34 lines
1.1 KiB
Text

uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 light_2;
vec2 tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec4 normal_5;
normal_5.xy = ((texture2D (_BumpMap, tmpvar_3).wy * 2.0) - 1.0);
normal_5.z = sqrt(((1.0 -
(normal_5.x * normal_5.x)
) - (normal_5.y * normal_5.y)));
vec4 tmpvar_6;
tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_2.w = tmpvar_6.w;
light_2.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_7;
float tmpvar_8;
tmpvar_8 = (tmpvar_6.w * tmpvar_4.w);
c_7.xyz = (((tmpvar_4.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_8));
c_7.w = ((tmpvar_4.w * _Color.w) + (tmpvar_8 * _SpecColor.w));
gl_FragData[0] = c_7;
}
// inputs: 1, stats: 23 alu 5 tex 0 flow