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

54 lines
1.8 KiB
Text

uniform sampler2D _TranslucencyMap;
uniform vec4 _TranslucencyColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _GlossMap;
uniform float _Cutoff;
uniform sampler2D _BumpMap;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = gl_TexCoord[1].xyz;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[2].xyz;
vec3 tmpvar_3;
tmpvar_3 = gl_TexCoord[3].xyz;
vec4 c;
vec2 tmpvar_4;
tmpvar_4 = gl_TexCoord[0].xy;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, tmpvar_4);
vec3 tmpvar_6;
tmpvar_6 = (tmpvar_5.xyz * gl_Color.xyz);
vec3 tmpvar_7;
tmpvar_7 = (texture2D (_TranslucencyMap, tmpvar_4).xyz * _TranslucencyColor.xyz);
vec4 tmpvar_8;
tmpvar_8 = texture2D (_GlossMap, tmpvar_4);
float tmpvar_9;
tmpvar_9 = (tmpvar_5.w * gl_Color.w);
vec4 normal;
normal.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0);
normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
vec3 tmpvar_10;
tmpvar_10 = normal.xyz;
float x;
x = (tmpvar_9 - _Cutoff);
if ((x < 0.0)) {
discard;
};
vec3 tmpvar_11;
tmpvar_11 = normalize (tmpvar_1);
vec4 c_i0_i1;
float tmpvar_12;
tmpvar_12 = dot (tmpvar_10, tmpvar_11);
float tmpvar_13;
tmpvar_13 = max (0.0, -(tmpvar_12));
c_i0_i1.xyz = ((((tmpvar_6 * (max (0.0, ((tmpvar_12 * 0.5) + 0.5)) + ((tmpvar_7 * tmpvar_13) * 2.0))) + ((pow (max (0.0, dot (tmpvar_10, normalize ((tmpvar_11 + normalize (tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_8.w) * (1.0 - clamp (ceil (tmpvar_13), 0.0, 1.0)))) * _LightColor0.xyz) * ((texture2D (_LightTextureB0, vec2(dot (tmpvar_3, tmpvar_3))).w * textureCube (_LightTexture0, tmpvar_3).w) * 2.0));
c = c_i0_i1;
c.w = tmpvar_9;
gl_FragData[0] = c;
}