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

48 lines
1.2 KiB
Text

uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec4 tmpvar_5;
tmpvar_5 = (tmpvar_4 * _Color);
vec3 tmpvar_6;
tmpvar_6 = normalize(gl_TexCoord[2].xyz);
float atten_7;
atten_7 = ((float(
(tmpvar_2.z > 0.0)
) * texture2D (_LightTexture0, (
(tmpvar_2.xy / tmpvar_2.w)
+ 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w);
vec4 c_8;
float tmpvar_9;
tmpvar_9 = (pow (max (0.0,
dot (tmpvar_1, normalize((tmpvar_6 + normalize(gl_TexCoord[3].xyz))))
), (_Shininess * 128.0)) * tmpvar_4.w);
c_8.xyz = (((
(tmpvar_5.xyz * _LightColor0.xyz)
*
max (0.0, dot (tmpvar_1, tmpvar_6))
) + (
(_LightColor0.xyz * _SpecColor.xyz)
* tmpvar_9)) * (atten_7 * 2.0));
c_8.w = (tmpvar_5.w + ((
(_LightColor0.w * _SpecColor.w)
* tmpvar_9) * atten_7));
c_3.xyz = c_8.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
// inputs: 1, stats: 31 alu 3 tex 0 flow