bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_Rim2-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

24 lines
830 B
Text

uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[4].xyz;
vec4 col;
vec4 light;
vec4 tmpvar_2;
tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
light = tmpvar_2;
light.xyz = (tmpvar_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
vec4 c;
c.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light.xyz);
c.w = 0.0;
col = c;
col.xyz = (c.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize (gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
gl_FragData[0] = col;
}