bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Reflective_Specular2-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

29 lines
887 B
Text

uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform samplerCube _Cube;
uniform vec4 _Color;
void main ()
{
vec4 col;
vec4 light;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
vec4 tmpvar_2;
tmpvar_2 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_1.w);
vec4 tmpvar_3;
tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
light = tmpvar_3;
light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
vec4 c_i0;
float tmpvar_4;
tmpvar_4 = (tmpvar_3.w * tmpvar_1.w);
c_i0.xyz = (((tmpvar_1 * _Color).xyz * light.xyz) + ((light.xyz * _SpecColor.xyz) * tmpvar_4));
c_i0.w = ((tmpvar_2.w * _ReflectColor.w) + (tmpvar_4 * _SpecColor.w));
col = c_i0;
col.xyz = (c_i0.xyz + (tmpvar_2.xyz * _ReflectColor.xyz));
gl_FragData[0] = col;
}