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

23 lines
785 B
Text

uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform samplerCube _Cube;
uniform sampler2D _BumpMap;
void main ()
{
vec4 c;
vec3 wn;
vec4 normal_i0;
normal_i0.xy = ((texture2D (_BumpMap, gl_TexCoord[1].xy).wy * 2.0) - 1.0);
normal_i0.z = sqrt (((1.0 - (normal_i0.x * normal_i0.x)) - (normal_i0.y * normal_i0.y)));
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
wn.x = dot (gl_TexCoord[3].xyz, normal_i0.xyz);
wn.y = dot (gl_TexCoord[4].xyz, normal_i0.xyz);
wn.z = dot (gl_TexCoord[5].xyz, normal_i0.xyz);
vec4 tmpvar_2;
tmpvar_2 = (gl_LightModel.ambient * tmpvar_1);
c = tmpvar_2;
c.xyz = (tmpvar_2.xyz * 2.0);
gl_FragData[0] = (c + ((textureCube (_Cube, reflect (gl_TexCoord[2].xyz, wn)) * _ReflectColor) * tmpvar_1.w));
}