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

32 lines
1.2 KiB
Text

uniform sampler2D _TranslucencyMap;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _BumpSpecMap;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[3].xyz;
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_BumpSpecMap, tmpvar_1);
vec4 normal_5;
normal_5.xy = ((tmpvar_4.wy * 2.0) - 1.0);
normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y)));
vec3 tmpvar_6;
tmpvar_6 = normalize(gl_TexCoord[1].xyz);
float atten_7;
atten_7 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
vec4 c_8;
float tmpvar_9;
tmpvar_9 = (pow (max (0.0, dot (normal_5.xyz, normalize((tmpvar_6 + normalize(gl_TexCoord[2].xyz))))), (tmpvar_4.x * 128.0)) * texture2D (_TranslucencyMap, tmpvar_1).w);
c_8.xyz = (((((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_5.xyz, tmpvar_6))) + (_LightColor0.xyz * tmpvar_9)) * (atten_7 * 2.0));
c_8.w = (((_LightColor0.w * tmpvar_9) * atten_7) * gl_Color.w);
c_3.xyz = c_8.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}