bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Rim2-out.txt
2012-10-07 20:41:18 -07:00

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uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[4].xyz;
vec4 col_2;
vec4 light_3;
vec4 tmpvar_4;
tmpvar_4 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
light_3.w = tmpvar_4.w;
light_3.xyz = (tmpvar_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c_5;
c_5.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light_3.xyz);
c_5.w = 0.0;
col_2.w = c_5.w;
col_2.xyz = (c_5.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize(gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
gl_FragData[0] = col_2;
}