bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Reflective_Parallax_Diffuse1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

57 lines
1.7 KiB
Text

uniform vec4 unity_Ambient;
uniform vec4 _ReflectColor;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[3];
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[4];
vec4 tmpvar_4;
tmpvar_4 = gl_TexCoord[5];
vec4 col;
vec4 light;
vec3 tmpvar_5;
tmpvar_5.x = tmpvar_2.w;
tmpvar_5.y = tmpvar_3.w;
tmpvar_5.z = tmpvar_4.w;
vec2 tmpvar_6;
vec3 v;
vec3 tmpvar_7;
tmpvar_7 = normalize (gl_TexCoord[1].xyz);
v = tmpvar_7;
v.z = (tmpvar_7.z + 0.42);
tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v.z));
vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6));
vec4 normal;
normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_9;
tmpvar_9 = normal.xyz;
vec3 tmpvar_10;
tmpvar_10.x = dot (tmpvar_2.xyz, tmpvar_9);
tmpvar_10.y = dot (tmpvar_3.xyz, tmpvar_9);
tmpvar_10.z = dot (tmpvar_4.xyz, tmpvar_9);
vec4 tmpvar_11;
tmpvar_11 = (textureCube (_Cube, reflect (tmpvar_5, tmpvar_10)) * tmpvar_8.w);
vec4 tmpvar_12;
tmpvar_12 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
light = tmpvar_12;
light.xyz = (tmpvar_12.xyz + unity_Ambient.xyz);
vec4 c_i0;
c_i0.xyz = ((tmpvar_8 * _Color).xyz * light.xyz);
c_i0.w = (tmpvar_11.w * _ReflectColor.w);
col = c_i0;
col.xyz = (c_i0.xyz + (tmpvar_11.xyz * _ReflectColor.xyz));
gl_FragData[0] = col;
}