bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Bumped_Specular1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

35 lines
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Text

uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec4 col;
vec4 light;
vec2 tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy);
vec4 tmpvar_4;
tmpvar_4 = (tmpvar_3 * _Color);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_2).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec4 tmpvar_5;
tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
light = tmpvar_5;
light.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
vec4 c_i0;
float tmpvar_6;
tmpvar_6 = (tmpvar_5.w * tmpvar_3.w);
c_i0.xyz = ((tmpvar_4.xyz * light.xyz) + ((light.xyz * _SpecColor.xyz) * tmpvar_6));
c_i0.w = (tmpvar_4.w + (tmpvar_6 * _SpecColor.w));
col = c_i0;
col.xyz = (c_i0.xyz + (tmpvar_4.xyz * texture2D (_Illum, tmpvar_1.zw).w));
gl_FragData[0] = col;
}