bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Slices2-out.txt
2014-02-10 23:06:13 -08:00

30 lines
852 B
Text

uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[3].xyz;
vec4 light_3;
float x_4;
x_4 = (fract((
(tmpvar_1.y + (tmpvar_1.z * 0.1))
* 5.0)) - 0.5);
if ((x_4 < 0.0)) {
discard;
};
vec4 tmpvar_5;
tmpvar_5 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_3.w = tmpvar_5.w;
light_3.xyz = (tmpvar_5.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_6;
c_6.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz);
c_6.w = 0.0;
gl_FragData[0] = c_6;
}
// inputs: 1, stats: 15 alu 5 tex 1 flow