bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves3-ir.txt

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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
vec3 vec;
vec2 hip_pack0;
};
uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightPositionRange;
uniform sampler2D _MainTex;
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void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
void surf (
in Input IN_2,
inout SurfaceOutput o_3
)
{
vec4 c_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_5 * _Color);
c_4 = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = c_4.xyz;
o_3.Albedo = tmpvar_7;
float tmpvar_8;
tmpvar_8 = c_4.w;
o_3.Alpha = tmpvar_8;
}
vec4 EncodeFloatRGBA (
in float v_9
)
{
vec4 enc_10;
float kEncodeBit_11;
vec4 kEncodeMul_12;
vec4 tmpvar_13;
tmpvar_13 = vec4(1.0, 255.0, 65025.0, 1.60581e+08);
kEncodeMul_12 = tmpvar_13;
float tmpvar_14;
tmpvar_14 = 0.00392157;
kEncodeBit_11 = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = (kEncodeMul_12 * v_9);
enc_10 = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = fract (enc_10);
vec4 tmpvar_17;
tmpvar_17 = tmpvar_16;
enc_10 = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18 = (enc_10 - (enc_10.yzww * kEncodeBit_11));
enc_10 = tmpvar_18;
return enc_10;
}
vec4 frag_surf (
in v2f_surf IN_19
)
{
SurfaceOutput o_20;
Input surfIN_21;
vec2 tmpvar_22;
tmpvar_22 = IN_19.hip_pack0.xy;
surfIN_21.uv_MainTex = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = vec3(0.0, 0.0, 0.0);
o_20.Albedo = tmpvar_23;
vec3 tmpvar_24;
tmpvar_24 = vec3(0.0, 0.0, 0.0);
o_20.Emission = tmpvar_24;
float tmpvar_25;
tmpvar_25 = 0.0;
o_20.Specular = tmpvar_25;
float tmpvar_26;
tmpvar_26 = 0.0;
o_20.Alpha = tmpvar_26;
float tmpvar_27;
tmpvar_27 = 0.0;
o_20.Gloss = tmpvar_27;
surf (surfIN_21, o_20);
xll_clip ((o_20.Alpha - _Cutoff));
float tmpvar_28;
tmpvar_28 = length (IN_19.vec);
vec4 tmpvar_29;
tmpvar_29 = EncodeFloatRGBA ((tmpvar_28 * _LightPositionRange.w));
return tmpvar_29;
}
void main ()
{
v2f_surf xlt_IN_30;
vec4 xl_retval_31;
vec4 tmpvar_32;
tmpvar_32 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_30.pos = tmpvar_32;
vec3 tmpvar_33;
tmpvar_33 = gl_TexCoord[0].xyz;
vec3 tmpvar_34;
tmpvar_34 = tmpvar_33;
xlt_IN_30.vec = tmpvar_34;
vec2 tmpvar_35;
tmpvar_35 = gl_TexCoord[1].xy;
vec2 tmpvar_36;
tmpvar_36 = tmpvar_35;
xlt_IN_30.hip_pack0 = tmpvar_36;
vec4 tmpvar_37;
tmpvar_37 = frag_surf (xlt_IN_30);
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
xl_retval_31 = tmpvar_38;
vec4 tmpvar_39;
tmpvar_39 = xl_retval_31.xyzw;
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
gl_FragData[0] = tmpvar_40;
}