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

26 lines
831 B
Text

uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 c;
vec3 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy);
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)));
vec4 c_i0_i1;
c_i0_i1.xyz = (((tmpvar_3 * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (normal.xyz, gl_TexCoord[1].xyz)) * texture2D (_LightTexture0, gl_TexCoord[2].xy).w) * 2.0));
c_i0_i1.w = ((textureCube (_Cube, tmpvar_2) * tmpvar_3.w).w * _ReflectColor.w);
c = c_i0_i1;
c.w = 0.0;
gl_FragData[0] = c;
}