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

32 lines
805 B
Text

uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = gl_TexCoord[0];
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[1].xyz;
vec4 c;
vec4 tmpvar_3;
tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_4;
tmpvar_4 = normal.xyz;
float x;
x = (tmpvar_3.w - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec4 c_i0_i1;
c_i0_i1.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0, dot (tmpvar_4, tmpvar_2)) * 2.0));
c_i0_i1.w = tmpvar_3.w;
c = c_i0_i1;
c.w = tmpvar_3.w;
gl_FragData[0] = c;
}