bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves-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;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 vlight;
vec4 _ShadowCoord;
};
uniform vec4 _Color;
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uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform vec4 _WorldSpaceLightPos0;
varying vec4 xlv_FOG;
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void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
float unitySampleShadow (
in vec4 shadowCoord_2
)
{
float shadow_3;
vec4 tmpvar_4;
tmpvar_4 = texture2DProj (_ShadowMapTexture, shadowCoord_2);
float tmpvar_5;
tmpvar_5 = tmpvar_4.x;
shadow_3 = tmpvar_5;
return shadow_3;
}
void surf (
in Input IN_6,
inout SurfaceOutput o_7
)
{
vec4 c_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_10;
tmpvar_10 = (tmpvar_9 * _Color);
c_8 = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = c_8.xyz;
o_7.Albedo = tmpvar_11;
float tmpvar_12;
tmpvar_12 = c_8.w;
o_7.Alpha = tmpvar_12;
}
vec4 LightingLambert (
in SurfaceOutput s_13,
in vec3 lightDir_14,
in float atten_15
)
{
vec4 c_16;
float diff_17;
float tmpvar_18;
tmpvar_18 = dot (s_13.Normal, lightDir_14);
float tmpvar_19;
tmpvar_19 = max (0.0, tmpvar_18);
float tmpvar_20;
tmpvar_20 = tmpvar_19;
diff_17 = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = ((s_13.Albedo * _LightColor0.xyz) * ((diff_17 * atten_15) * 2.0));
c_16.xyz = tmpvar_21.xyz.xyz;
float tmpvar_22;
tmpvar_22 = s_13.Alpha;
c_16.w = vec4(tmpvar_22).w;
return c_16;
}
vec4 frag_surf (
in v2f_surf IN_23
)
{
vec4 c_24;
float atten_25;
SurfaceOutput o_26;
Input surfIN_27;
vec2 tmpvar_28;
tmpvar_28 = IN_23.hip_pack0.xy;
surfIN_27.uv_MainTex = tmpvar_28;
vec3 tmpvar_29;
tmpvar_29 = vec3(0.0, 0.0, 0.0);
o_26.Albedo = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = vec3(0.0, 0.0, 0.0);
o_26.Emission = tmpvar_30;
float tmpvar_31;
tmpvar_31 = 0.0;
o_26.Specular = tmpvar_31;
float tmpvar_32;
tmpvar_32 = 0.0;
o_26.Alpha = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_26.Gloss = tmpvar_33;
vec3 tmpvar_34;
tmpvar_34 = IN_23.normal;
o_26.Normal = tmpvar_34;
surf (surfIN_27, o_26);
xll_clip ((o_26.Alpha - _Cutoff));
float tmpvar_35;
tmpvar_35 = unitySampleShadow (IN_23._ShadowCoord);
float tmpvar_36;
tmpvar_36 = tmpvar_35;
atten_25 = tmpvar_36;
vec4 tmpvar_37;
tmpvar_37 = LightingLambert (o_26, _WorldSpaceLightPos0.xyz, atten_25);
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
c_24 = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = (c_24.xyz + (o_26.Albedo * IN_23.vlight));
c_24.xyz = tmpvar_39.xyz.xyz;
float tmpvar_40;
tmpvar_40 = o_26.Alpha;
c_24.w = vec4(tmpvar_40).w;
return c_24;
}
void main ()
{
v2f_surf xlt_IN_41;
vec4 xl_retval_42;
vec4 tmpvar_43;
tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_41.pos = tmpvar_43;
float tmpvar_44;
tmpvar_44 = xlv_FOG.x;
xlt_IN_41.fog = tmpvar_44;
vec2 tmpvar_45;
tmpvar_45 = gl_TexCoord[0].xy;
vec2 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_IN_41.hip_pack0 = tmpvar_46;
vec3 tmpvar_47;
tmpvar_47 = gl_TexCoord[1].xyz;
vec3 tmpvar_48;
tmpvar_48 = tmpvar_47;
xlt_IN_41.normal = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = gl_TexCoord[2].xyz;
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_41.vlight = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = gl_TexCoord[3].xyzw;
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_41._ShadowCoord = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = frag_surf (xlt_IN_41);
vec4 tmpvar_54;
tmpvar_54 = tmpvar_53;
xl_retval_42 = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = xl_retval_42.xyzw;
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
gl_FragData[0] = tmpvar_56;
}