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

36 lines
1,011 B
Text

uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _GlossMap;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform float _Shininess;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec4 c_3;
vec4 normal_4;
normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
normal_4.z = sqrt(((1.0 -
(normal_4.x * normal_4.x)
) - (normal_4.y * normal_4.y)));
vec4 c_5;
float tmpvar_6;
tmpvar_6 = (pow (max (0.0,
dot (normal_4.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[2].xyz))))
), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w);
c_5.xyz = (((
((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz)
*
max (0.0, dot (normal_4.xyz, tmpvar_2))
) + (_LightColor0.xyz * tmpvar_6)) * 2.0);
c_5.w = ((_LightColor0.w * tmpvar_6) * _Color.w);
c_3.xyz = c_5.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
// inputs: 2, stats: 26 alu 3 tex 0 flow