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

35 lines
1.2 KiB
Text

uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 c;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy);
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3.xyz * _Color.xyz);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_5;
tmpvar_5 = normal.xyz;
vec4 tmpvar_6;
tmpvar_6 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]);
vec4 c_i0;
float tmpvar_7;
tmpvar_7 = (pow (max (0.0, dot (tmpvar_5, normalize ((tmpvar_2 + normalize (gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w);
c_i0.xyz = ((((tmpvar_4 * _LightColor0.xyz) * max (0.0, dot (tmpvar_5, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_7)) * (tmpvar_6.x * 2.0));
c_i0.w = ((tmpvar_3.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_7) * tmpvar_6.x));
c = c_i0;
c.xyz = (c_i0.xyz + (tmpvar_4 * gl_TexCoord[3].xyz));
gl_FragData[0] = c;
}