bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Legacy_Shaders_Lightmapped_Bumped_Diffuse2-out.txt
2014-02-10 23:06:13 -08:00

36 lines
993 B
Text

uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _LightMap;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 col_2;
vec4 light_3;
vec2 tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz);
vec4 tmpvar_6;
tmpvar_6 = texture2D (_LightMap, tmpvar_1.zw);
vec4 normal_7;
normal_7.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0);
normal_7.z = sqrt(((1.0 -
(normal_7.x * normal_7.x)
) - (normal_7.y * normal_7.y)));
vec4 tmpvar_8;
tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_3.w = tmpvar_8.w;
light_3.xyz = (tmpvar_8.xyz + unity_Ambient.xyz);
vec4 c_9;
c_9.xyz = (tmpvar_5 * light_3.xyz);
c_9.w = (tmpvar_6.w * _Color.w);
col_2.w = c_9.w;
col_2.xyz = (c_9.xyz + (tmpvar_6.xyz * tmpvar_5));
gl_FragData[0] = col_2;
}
// inputs: 1, stats: 15 alu 4 tex 0 flow