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

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uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[4];
vec4 c_3;
vec3 tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec3 tmpvar_6;
tmpvar_6 = normalize(gl_TexCoord[2].xyz);
float atten_7;
atten_7 = ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w);
vec4 c_8;
float tmpvar_9;
tmpvar_9 = (pow (max (0.0, dot (tmpvar_1, normalize((tmpvar_6 + normalize(gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_5.w);
c_8.xyz = (((((tmpvar_5 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_6))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * (atten_7 * 2.0));
c_8.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_9) * atten_7));
c_3.xyz = c_8.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}