bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_TerrainEngine_Splatmap_Lightmap-FirstPass1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

29 lines
1 KiB
Text

uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[1];
vec3 tmpvar_3;
tmpvar_3 = gl_TexCoord[4].xyz;
vec4 light;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_Control, tmpvar_1.xy);
vec4 tmpvar_5;
tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[3])));
light = tmpvar_5;
light.xyz = (tmpvar_5.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_3.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_3.xy).xyz), vec3(clamp (tmpvar_3.z, 0.0, 1.0))));
vec4 c;
c.xyz = (((((tmpvar_4.x * texture2D (_Splat0, tmpvar_1.zw).xyz) + (tmpvar_4.y * texture2D (_Splat1, tmpvar_2.xy).xyz)) + (tmpvar_4.z * texture2D (_Splat2, tmpvar_2.zw).xyz)) + (tmpvar_4.w * texture2D (_Splat3, gl_TexCoord[2].xy).xyz)) * light.xyz);
c.w = 0.0;
gl_FragData[0] = c;
}