bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass1-out.txt
2014-02-10 23:06:13 -08:00

33 lines
832 B
Text

uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
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);
float tmpvar_4;
tmpvar_4 = tmpvar_3.w;
float x_5;
x_5 = (tmpvar_3.w - _Cutoff);
if ((x_5 < 0.0)) {
discard;
};
vec4 c_6;
c_6.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
*
(texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)
) * 2.0));
c_6.w = tmpvar_4;
c_2.xyz = c_6.xyz;
c_2.w = tmpvar_4;
gl_FragData[0] = c_2;
}
// inputs: 2, stats: 12 alu 4 tex 1 flow