bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Bumped_Specular1-out.txt
2012-10-07 20:41:18 -07:00

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uniform float _Shininess;
uniform sampler2D _BumpMap;
void main ()
{
vec4 res_1;
vec3 viewN_2;
vec4 normal_3;
normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
normal_3.z = sqrt(((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
viewN_2.x = dot (gl_TexCoord[1].xyz, normal_3.xyz);
viewN_2.y = dot (gl_TexCoord[2].xyz, normal_3.xyz);
viewN_2.z = dot (gl_TexCoord[3].xyz, normal_3.xyz);
res_1.xyz = ((viewN_2 * vec3(0.5, 0.5, -0.5)) + 0.5);
res_1.w = _Shininess;
gl_FragData[0] = res_1;
}