bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_WavingDoublePass2-out.txt
2014-02-10 23:06:13 -08:00

26 lines
617 B
Text

uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
void main ()
{
vec4 light_1;
vec4 tmpvar_2;
tmpvar_2 = (texture2D (_MainTex, gl_TexCoord[0].xy) * gl_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;
}
// inputs: 2, stats: 7 alu 3 tex 1 flow