bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular-out.txt
2014-10-11 12:32:43 -07:00

60 lines
1.8 KiB
Text

uniform vec4 _Color;
uniform samplerCube _Cube;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform float _Shininess;
uniform vec4 _SpecColor;
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 spec_9;
spec_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)
* spec_9)) * (atten_7 * 2.0));
c_8.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + ((_LightColor0.w * _SpecColor.w) * (spec_9 * atten_7)));
c_3.xyz = c_8.xyz;
c_3.w = 0.0;
gl_FragData[0] = c_3;
}
// stats: 33 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [5] loc 4
// uniforms: 5 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// #1: _LightColor0 (high float) 4x1 [-1]
// #2: _ReflectColor (high float) 4x1 [-1]
// #3: _Shininess (high float) 1x1 [-1]
// #4: _SpecColor (high float) 4x1 [-1]
// textures: 4
// #0: _Cube (high cube) 0x0 [-1]
// #1: _LightTexture0 (high 2d) 0x0 [-1]
// #2: _LightTextureB0 (high 2d) 0x0 [-1]
// #3: _MainTex (high 2d) 0x0 [-1]