bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_TerrainEngine_Splatmap_Lightmap-AddPass-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

27 lines
970 B
Text

uniform vec4 _WorldSpaceLightPos0;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _LightColor0;
uniform sampler2D _Control;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[1];
vec4 c;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_Control, tmpvar_1.xy);
vec3 tmpvar_4;
tmpvar_4 = ((((tmpvar_3.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_3.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_3.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_3.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz));
vec4 c_i0;
c_i0.xyz = ((tmpvar_4 * _LightColor0.xyz) * ((max (0.0, dot (gl_TexCoord[3].xyz, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, gl_TexCoord[5]).x) * 2.0));
c_i0.w = 0.0;
c = c_i0;
c.xyz = (c_i0.xyz + (tmpvar_4 * gl_TexCoord[4].xyz));
gl_FragData[0] = c;
}