bgfx/3rdparty/glsl-optimizer/tests/fragment/z-DirLMBasis-outES3.txt
2015-04-02 23:30:48 -07:00

55 lines
1.5 KiB
Text

#version 300 es
layout(location=0) out mediump vec4 _glesFragData[4];
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform sampler2D _MainTex;
in highp vec2 xlv_TEXCOORD0;
in highp vec4 xlv_TEXCOORD4;
void main ()
{
lowp vec4 c_1;
lowp vec3 tmpvar_2;
lowp vec3 tmpvar_3;
mediump vec4 c_4;
lowp vec4 tmpvar_5;
tmpvar_5 = texture (_MainTex, xlv_TEXCOORD0);
c_4 = tmpvar_5;
tmpvar_2 = c_4.xyz;
tmpvar_3 = ((c_4.xyz * 2.0) - 1.0);
mediump mat3 tmpvar_6;
tmpvar_6[uint(0)].x = 0.8164966;
tmpvar_6[uint(0)].y = -0.4082483;
tmpvar_6[uint(0)].z = -0.4082483;
tmpvar_6[1u].x = 0.0;
tmpvar_6[1u].y = 0.7071068;
tmpvar_6[1u].z = -0.7071068;
tmpvar_6[2u].x = 0.5773503;
tmpvar_6[2u].y = 0.5773503;
tmpvar_6[2u].z = 0.5773503;
mediump vec3 normal_7;
normal_7 = tmpvar_3;
mediump vec3 scalePerBasisVector_8;
mediump vec3 lm_9;
lowp vec3 tmpvar_10;
tmpvar_10 = (2.0 * texture (unity_Lightmap, xlv_TEXCOORD4.xy).xyz);
lm_9 = tmpvar_10;
lowp vec3 tmpvar_11;
tmpvar_11 = (2.0 * texture (unity_LightmapInd, xlv_TEXCOORD4.xy).xyz);
scalePerBasisVector_8 = tmpvar_11;
lm_9 = (lm_9 * dot (clamp (
(tmpvar_6 * normal_7)
, 0.0, 1.0), scalePerBasisVector_8));
c_1.xyz = (tmpvar_2 * lm_9);
c_1.w = 1.0;
_glesFragData[0] = c_1;
}
// stats: 19 alu 3 tex 0 flow
// inputs: 2
// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
// #1: xlv_TEXCOORD4 (high float) 4x1 [-1]
// textures: 3
// #0: unity_Lightmap (low 2d) 0x0 [-1]
// #1: unity_LightmapInd (low 2d) 0x0 [-1]
// #2: _MainTex (low 2d) 0x0 [-1]