bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Bark2-out.txt
2014-10-11 12:32:43 -07:00

21 lines
529 B
Text

uniform vec4 _LightPositionRange;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xyz;
vec4 enc_2;
enc_2 = (vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (sqrt(
dot (tmpvar_1, tmpvar_1)
) * _LightPositionRange.w));
vec4 tmpvar_3;
tmpvar_3 = fract(enc_2);
enc_2 = (tmpvar_3 - (tmpvar_3.yzww * 0.00392157));
gl_FragData[0] = enc_2;
}
// stats: 7 alu 0 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// uniforms: 1 (total size: 0)
// #0: _LightPositionRange (high float) 4x1 [-1]