bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Diffuse1-out.txt
2014-02-10 23:06:13 -08:00

30 lines
934 B
Text

uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 col_3;
vec4 light_4;
vec4 tmpvar_5;
tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
vec4 tmpvar_6;
tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
light_4.w = tmpvar_6.w;
light_4.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
vec4 c_7;
c_7.xyz = (tmpvar_5.xyz * light_4.xyz);
c_7.w = tmpvar_5.w;
col_3.w = c_7.w;
col_3.xyz = (c_7.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
gl_FragData[0] = col_3;
}
// inputs: 1, stats: 11 alu 5 tex 0 flow