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

23 lines
635 B
Text

uniform vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
vec4 c_1;
c_1 = (texture2D (_MainTex, gl_TexCoord[0].xy) + texture2D (_MainTex, gl_TexCoord[1].xy));
c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[2].xy));
c_1 = (c_1 + texture2D (_MainTex, gl_TexCoord[3].xy));
c_1 = (c_1 / 4.0);
c_1.xyz = (c_1.xyz * _Color.xyz);
c_1.xyz = (c_1.xyz * (c_1.w + _Color.w));
c_1.w = 0.0;
gl_FragData[0] = c_1;
}
// stats: 8 alu 4 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
// uniforms: 1 (total size: 0)
// #0: _Color (high float) 4x1 [-1]
// textures: 1
// #0: _MainTex (high 2d) 0x0 [-1]