bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Tree_Optimized_Bark_Shader1-ir.txt

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2012-04-03 23:30:07 -04:00
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f_surf {
vec4 pos;
};
attribute vec4 TANGENT;
uniform vec4 unity_LightShadowBias;
uniform vec4 _Wind;
uniform float _TimeX;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _Color;
vec4 Squash (
in vec4 pos
)
{
vec3 planeNormal;
vec3 planePoint;
vec3 projectedVertex;
vec3 tmpvar_1;
tmpvar_1 = pos.xyz;
projectedVertex = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2.xz = vec2(0.0, 0.0);
tmpvar_2.y = _SquashPlaneNormal.w;
vec3 tmpvar_3;
tmpvar_3 = tmpvar_2;
planePoint = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = _SquashPlaneNormal.xyz;
planeNormal = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = pos.xyz;
float tmpvar_6;
tmpvar_6 = dot (planeNormal, (planePoint - tmpvar_5));
vec3 tmpvar_7;
tmpvar_7 = (projectedVertex + (tmpvar_6 * planeNormal));
projectedVertex = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = vec3(_SquashAmount);
vec3 tmpvar_9;
tmpvar_9 = mix (projectedVertex, pos.xyz, tmpvar_8);
vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = tmpvar_9.xyz;
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
pos = tmpvar_11;
return pos;
}
vec4 TriangleWave (
in vec4 x
)
{
vec4 tmpvar_1;
tmpvar_1 = fract ((x + 0.5));
vec4 tmpvar_2;
tmpvar_2 = abs (((tmpvar_1 * 2.0) - 1.0));
return tmpvar_2;
}
vec4 SmoothCurve (
in vec4 x
)
{
return ((x * x) * (3.0 - (2.0 * x)));
}
vec4 SmoothTriangleWave (
in vec4 x
)
{
vec4 tmpvar_1;
tmpvar_1 = TriangleWave (x);
vec4 tmpvar_2;
tmpvar_2 = SmoothCurve (tmpvar_1);
return tmpvar_2;
}
vec4 AnimateVertex (
in vec4 pos,
in vec3 normal,
in vec4 animParams
)
{
vec3 bend;
vec2 vWavesSum;
vec4 vWaves;
vec2 vWavesIn;
float fVtxPhase;
float fBranchPhase;
float fObjPhase;
float fBranchAmp;
float fDetailAmp;
float tmpvar_1;
tmpvar_1 = 0.1;
fDetailAmp = tmpvar_1;
float tmpvar_2;
tmpvar_2 = 0.3;
fBranchAmp = tmpvar_2;
float tmpvar_3;
tmpvar_3 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0));
float tmpvar_4;
tmpvar_4 = tmpvar_3;
fObjPhase = tmpvar_4;
float tmpvar_5;
tmpvar_5 = (fObjPhase + animParams.x);
fBranchPhase = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = vec3((animParams.y + fBranchPhase));
float tmpvar_7;
tmpvar_7 = dot (pos.xyz, tmpvar_6);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
fVtxPhase = tmpvar_8;
vec2 tmpvar_9;
tmpvar_9.x = fVtxPhase;
tmpvar_9.y = fBranchPhase;
vec2 tmpvar_10;
tmpvar_10 = (_TimeX + tmpvar_9);
vWavesIn = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = fract ((vWavesIn.xxyy * vec4(1.975, 0.793, 0.375, 0.193)));
vec4 tmpvar_12;
tmpvar_12 = ((tmpvar_11 * 2.0) - 1.0);
vWaves = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = SmoothTriangleWave (vWaves);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
vWaves = tmpvar_14;
vec2 tmpvar_15;
tmpvar_15 = (vWaves.xz + vWaves.yw);
vWavesSum = tmpvar_15;
vec3 tmpvar_16;
tmpvar_16 = ((animParams.y * fDetailAmp) * normal.xyz);
bend = tmpvar_16;
float tmpvar_17;
tmpvar_17 = (animParams.w * fBranchAmp);
bend.y = vec2(tmpvar_17).y;
vec3 tmpvar_18;
tmpvar_18 = (pos.xyz + (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y) * animParams.w)) * _Wind.w));
pos.xyz = tmpvar_18.xyz.xyz;
vec3 tmpvar_19;
tmpvar_19 = (pos.xyz + (animParams.z * _Wind.xyz));
pos.xyz = tmpvar_19.xyz.xyz;
return pos;
}
void TreeVertBark (
inout appdata_full v
)
{
vec3 tmpvar_1;
tmpvar_1 = (v.vertex.xyz * _Scale.xyz);
v.vertex.xyz = tmpvar_1.xyz.xyz;
vec4 tmpvar_2;
tmpvar_2.xy = v.color.xy.xy;
tmpvar_2.zw = v.texcoord1.xy.xy;
vec4 tmpvar_3;
tmpvar_3 = AnimateVertex (v.vertex, v.normal, tmpvar_2);
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
v.vertex = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = Squash (v.vertex);
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
v.vertex = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.xyz = (v.color.w * _Color.xyz).xyz;
tmpvar_7.w = _Color.w;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
v.color = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = normalize (v.normal);
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
v.normal = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = normalize (v.tangent.xyz);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
v.tangent.xyz = tmpvar_12.xyz.xyz;
}
v2f_surf vert_surf (
in appdata_full v
)
{
v2f_surf o;
TreeVertBark (v);
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v.vertex);
o.pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = (o.pos.z + unity_LightShadowBias.x);
o.pos.z = vec3(tmpvar_2).z;
if ((o.pos.z < -(o.pos.w))) {
float tmpvar_3;
tmpvar_3 = -(o.pos.w);
o.pos.z = vec3(tmpvar_3).z;
};
return o;
}
void main ()
{
appdata_full xlt_v;
v2f_surf xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = TANGENT.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.tangent = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_Normal.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.normal = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_v.texcoord1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_Color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_v.color = tmpvar_12;
v2f_surf tmpvar_13;
tmpvar_13 = vert_surf (xlt_v);
v2f_surf tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.pos.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_Position = tmpvar_16;
}