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

27 lines
895 B
Text

uniform vec4 _horizonColor;
uniform sampler2D _ColorControl;
uniform sampler2D _BumpMap;
void main ()
{
vec2 tmpvar_1[2];
tmpvar_1[0] = gl_TexCoord[0].xy;
tmpvar_1[1] = gl_TexCoord[1].xy;
vec4 col;
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_1[0]).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec4 normal_i0;
normal_i0.xy = ((texture2D (_BumpMap, tmpvar_1[1]).wy * 2.0) - 1.0);
normal_i0.z = sqrt (((1.0 - (normal_i0.x * normal_i0.x)) - (normal_i0.y * normal_i0.y)));
float tmpvar_2;
tmpvar_2 = dot (gl_TexCoord[2].xyz, ((normal.xyz + normal_i0.xyz) * 0.5));
vec2 tmpvar_3;
tmpvar_3.x = tmpvar_2;
tmpvar_3.y = tmpvar_2;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_ColorControl, tmpvar_3);
col.xyz = mix (tmpvar_4.xyz, _horizonColor.xyz, tmpvar_4.www);
col.w = _horizonColor.w;
gl_FragData[0] = col;
}