bgfx/3rdparty/glsl-optimizer/tests/fragment/texProj-irES.txt
2012-10-07 20:41:18 -07:00

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#extension GL_EXT_shader_texture_lod : enable
#extension GL_EXT_shadow_samplers : enable
varying highp vec4 uv;
uniform sampler2DShadow shadowmap;
uniform sampler2D tex;
void main ()
{
lowp vec4 c_1;
lowp vec4 tmpvar_2;
tmpvar_2 = texture2DProj (tex, uv);
lowp vec4 tmpvar_3;
tmpvar_3 = tmpvar_2;
c_1 = tmpvar_3;
lowp vec4 tmpvar_4;
tmpvar_4 = texture2DProj (tex, uv.xyz);
lowp vec4 tmpvar_5;
tmpvar_5 = (c_1 + tmpvar_4);
c_1 = tmpvar_5;
lowp vec4 tmpvar_6;
tmpvar_6 = texture2DProjLodEXT (tex, uv, 1.0);
lowp vec4 tmpvar_7;
tmpvar_7 = (c_1 + tmpvar_6);
c_1 = tmpvar_7;
lowp vec4 tmpvar_8;
tmpvar_8 = texture2DProjLodEXT (tex, uv.xyz, 1.0);
lowp vec4 tmpvar_9;
tmpvar_9 = (c_1 + tmpvar_8);
c_1 = tmpvar_9;
lowp float tmpvar_10;
tmpvar_10 = shadow2DEXT (shadowmap, uv.xyz);
lowp vec4 tmpvar_11;
tmpvar_11 = vec4(tmpvar_10);
lowp vec4 tmpvar_12;
tmpvar_12 = (c_1 + tmpvar_11);
c_1 = tmpvar_12;
lowp float tmpvar_13;
tmpvar_13 = shadow2DProjEXT (shadowmap, uv);
lowp vec4 tmpvar_14;
tmpvar_14 = vec4(tmpvar_13);
lowp vec4 tmpvar_15;
tmpvar_15 = (c_1 + tmpvar_14);
c_1 = tmpvar_15;
lowp vec4 tmpvar_16;
tmpvar_16 = c_1;
gl_FragColor = tmpvar_16;
}