bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Reflective_Bumped_Specular1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

19 lines
548 B
Text

uniform float _Shininess;
uniform sampler2D _BumpMap;
void main ()
{
vec4 res;
vec3 viewN;
vec4 normal;
normal.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_1;
tmpvar_1 = normal.xyz;
viewN.x = dot (gl_TexCoord[1].xyz, tmpvar_1);
viewN.y = dot (gl_TexCoord[2].xyz, tmpvar_1);
viewN.z = dot (gl_TexCoord[3].xyz, tmpvar_1);
res.xyz = ((viewN * vec3(0.5, 0.5, -0.5)) + 0.5);
res.w = _Shininess;
gl_FragData[0] = res;
}