bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular1-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;
vec3 worldRefl;
};
struct v2f_surf {
vec4 pos;
vec3 normal;
};
uniform vec4 _Color;
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uniform samplerCube _Cube;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform float _Shininess;
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void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 reflcol_3;
vec4 c_4;
vec4 tex_5;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
tex_5 = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (tex_5 * _Color);
c_4 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = c_4.xyz;
o_2.Albedo = tmpvar_9;
float tmpvar_10;
tmpvar_10 = tex_5.w;
o_2.Gloss = tmpvar_10;
float tmpvar_11;
tmpvar_11 = _Shininess;
o_2.Specular = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = textureCube (_Cube, IN_1.worldRefl);
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
reflcol_3 = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = (reflcol_3 * tex_5.w);
reflcol_3 = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (reflcol_3.xyz * _ReflectColor.xyz);
o_2.Emission = tmpvar_15;
float tmpvar_16;
tmpvar_16 = (reflcol_3.w * _ReflectColor.w);
o_2.Alpha = tmpvar_16;
}
vec4 frag_surf (
in v2f_surf IN_17
)
{
vec4 res_18;
Input surfIN_19;
SurfaceOutput o_20;
vec3 tmpvar_21;
tmpvar_21 = vec3(0.0, 0.0, 0.0);
o_20.Albedo = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = vec3(0.0, 0.0, 0.0);
o_20.Emission = tmpvar_22;
float tmpvar_23;
tmpvar_23 = 0.0;
o_20.Specular = tmpvar_23;
float tmpvar_24;
tmpvar_24 = 0.0;
o_20.Alpha = tmpvar_24;
float tmpvar_25;
tmpvar_25 = 0.0;
o_20.Gloss = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = IN_17.normal;
o_20.Normal = tmpvar_26;
surf (surfIN_19, o_20);
vec3 tmpvar_27;
tmpvar_27 = ((o_20.Normal * vec3(0.5, 0.5, -0.5)) + 0.5);
res_18.xyz = tmpvar_27.xyz.xyz;
float tmpvar_28;
tmpvar_28 = o_20.Specular;
res_18.w = vec4(tmpvar_28).w;
return res_18;
}
void main ()
{
v2f_surf xlt_IN_29;
vec4 xl_retval_30;
vec4 tmpvar_31;
tmpvar_31 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_29.pos = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = gl_TexCoord[0].xyz;
vec3 tmpvar_33;
tmpvar_33 = tmpvar_32;
xlt_IN_29.normal = tmpvar_33;
vec4 tmpvar_34;
tmpvar_34 = frag_surf (xlt_IN_29);
vec4 tmpvar_35;
tmpvar_35 = tmpvar_34;
xl_retval_30 = tmpvar_35;
vec4 tmpvar_36;
tmpvar_36 = xl_retval_30.xyzw;
vec4 tmpvar_37;
tmpvar_37 = tmpvar_36;
gl_FragData[0] = tmpvar_37;
}