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

17 lines
367 B
Text

uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
void main ()
{
vec4 c_1;
vec4 c_2;
c_2.xyz = ((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _LightColor0.xyz) * (max (0.0,
dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz)
) * 2.0));
c_2.w = 0.0;
c_1.xyz = c_2.xyz;
c_1.w = 0.0;
gl_FragData[0] = c_1;
}
// inputs: 1, stats: 7 alu 1 tex 0 flow