bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Tree_Editor_Bark_Shader1-out.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

34 lines
1.2 KiB
Text

uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _GlossMap;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[3].xyz;
vec4 c;
vec2 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xy;
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)));
vec3 tmpvar_3;
tmpvar_3 = normal.xyz;
vec3 tmpvar_4;
tmpvar_4 = normalize (gl_TexCoord[1].xyz);
float atten;
atten = (texture2D (_LightTextureB0, vec2(dot (tmpvar_1, tmpvar_1))).w * textureCube (_LightTexture0, tmpvar_1).w);
vec4 c_i0_i1;
float tmpvar_5;
tmpvar_5 = (pow (max (0.0, dot (tmpvar_3, normalize ((tmpvar_4 + normalize (gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_2).w);
c_i0_i1.xyz = (((((texture2D (_MainTex, tmpvar_2).xyz * gl_Color.xyz) * _LightColor0.xyz) * max (0.0, dot (tmpvar_3, tmpvar_4))) + (_LightColor0.xyz * tmpvar_5)) * (atten * 2.0));
c_i0_i1.w = (((_LightColor0.w * tmpvar_5) * atten) * _Color.w);
c = c_i0_i1;
c.w = 0.0;
gl_FragData[0] = c;
}