bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Nature_Soft_Occlusion_Leaves2-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

30 lines
847 B
Text

uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[1];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec4 light;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
float x;
x = (tmpvar_3.w - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec4 tmpvar_4;
tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, tmpvar_1)));
light = tmpvar_4;
light.xyz = (tmpvar_4.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
vec4 c_i0;
c_i0.xyz = (tmpvar_3.xyz * light.xyz);
c_i0.w = tmpvar_3.w;
gl_FragData[0] = c_i0;
}