bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_ScreenPos1-out.txt
2014-02-10 23:06:13 -08:00

22 lines
567 B
Text

uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[2].xyz;
vec4 c_2;
vec4 c_3;
c_3.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * ((
max (0.0, dot (gl_TexCoord[0].xyz, normalize(gl_TexCoord[1].xyz)))
*
(texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w)
) * 2.0));
c_3.w = 0.0;
c_2.xyz = c_3.xyz;
c_2.w = 0.0;
gl_FragData[0] = c_2;
}
// inputs: 1, stats: 11 alu 2 tex 0 flow