bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Parallax_Diffuse1-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;
vec2 uv_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec4 hip_screen;
};
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform vec4 unity_Ambient;
varying vec4 xlv_FOG;
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vec4 UnpackNormal (
in vec4 packednormal_1
)
{
vec4 normal_2;
vec2 tmpvar_3;
tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
normal_2.xy = tmpvar_3.xy.xy;
float tmpvar_4;
tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
float tmpvar_5;
tmpvar_5 = tmpvar_4;
normal_2.z = vec3(tmpvar_5).z;
return normal_2;
}
vec2 ParallaxOffset (
in float h_6,
in float height_7,
in vec3 viewDir_8
)
{
vec3 v_9;
float tmpvar_10;
tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
h_6 = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = normalize (viewDir_8);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
v_9 = tmpvar_12;
float tmpvar_13;
tmpvar_13 = (v_9.z + 0.42);
v_9.z = vec3(tmpvar_13).z;
return (h_6 * (v_9.xy / v_9.z));
}
void surf (
in Input IN_14,
inout SurfaceOutput o_15
)
{
vec4 c_16;
vec2 offset_17;
float h_18;
vec4 tmpvar_19;
tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
float tmpvar_20;
tmpvar_20 = tmpvar_19.w;
h_18 = tmpvar_20;
vec2 tmpvar_21;
tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir);
vec2 tmpvar_22;
tmpvar_22 = tmpvar_21;
offset_17 = tmpvar_22;
vec2 tmpvar_23;
tmpvar_23 = (IN_14.uv_MainTex + offset_17);
IN_14.uv_MainTex = tmpvar_23;
vec2 tmpvar_24;
tmpvar_24 = (IN_14.uv_BumpMap + offset_17);
IN_14.uv_BumpMap = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25 = texture2D (_MainTex, IN_14.uv_MainTex);
vec4 tmpvar_26;
tmpvar_26 = (tmpvar_25 * _Color);
c_16 = tmpvar_26;
vec3 tmpvar_27;
tmpvar_27 = c_16.xyz;
o_15.Albedo = tmpvar_27;
float tmpvar_28;
tmpvar_28 = c_16.w;
o_15.Alpha = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = texture2D (_BumpMap, IN_14.uv_BumpMap);
vec4 tmpvar_30;
tmpvar_30 = UnpackNormal (tmpvar_29);
vec3 tmpvar_31;
tmpvar_31 = tmpvar_30.xyz;
vec3 tmpvar_32;
tmpvar_32 = tmpvar_31;
o_15.Normal = tmpvar_32;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_33,
in vec4 light_34
)
{
vec4 c_35;
vec3 tmpvar_36;
tmpvar_36 = (s_33.Albedo * light_34.xyz);
c_35.xyz = tmpvar_36.xyz.xyz;
float tmpvar_37;
tmpvar_37 = s_33.Alpha;
c_35.w = vec4(tmpvar_37).w;
return c_35;
}
vec4 frag_surf (
in v2f_surf IN_38
)
{
vec4 col_39;
vec4 light_40;
SurfaceOutput o_41;
Input surfIN_42;
vec2 tmpvar_43;
tmpvar_43 = IN_38.hip_pack0.xy;
surfIN_42.uv_MainTex = tmpvar_43;
vec2 tmpvar_44;
tmpvar_44 = IN_38.hip_pack0.zw;
surfIN_42.uv_BumpMap = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = IN_38.viewDir;
surfIN_42.viewDir = tmpvar_45;
vec3 tmpvar_46;
tmpvar_46 = vec3(0.0, 0.0, 0.0);
o_41.Albedo = tmpvar_46;
vec3 tmpvar_47;
tmpvar_47 = vec3(0.0, 0.0, 0.0);
o_41.Emission = tmpvar_47;
float tmpvar_48;
tmpvar_48 = 0.0;
o_41.Specular = tmpvar_48;
float tmpvar_49;
tmpvar_49 = 0.0;
o_41.Alpha = tmpvar_49;
float tmpvar_50;
tmpvar_50 = 0.0;
o_41.Gloss = tmpvar_50;
surf (surfIN_42, o_41);
vec4 tmpvar_51;
tmpvar_51 = texture2DProj (_LightBuffer, IN_38.hip_screen);
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
light_40 = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = log2 (light_40);
vec4 tmpvar_54;
tmpvar_54 = -(tmpvar_53);
light_40 = tmpvar_54;
vec3 tmpvar_55;
tmpvar_55 = (light_40.xyz + unity_Ambient.xyz);
light_40.xyz = tmpvar_55.xyz.xyz;
vec4 tmpvar_56;
tmpvar_56 = LightingLambert_PrePass (o_41, light_40);
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
col_39 = tmpvar_57;
return col_39;
}
void main ()
{
v2f_surf xlt_IN_58;
vec4 xl_retval_59;
vec4 tmpvar_60;
tmpvar_60 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_58.pos = tmpvar_60;
float tmpvar_61;
tmpvar_61 = xlv_FOG.x;
xlt_IN_58.fog = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = gl_TexCoord[0].xyzw;
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlt_IN_58.hip_pack0 = tmpvar_63;
vec3 tmpvar_64;
tmpvar_64 = gl_TexCoord[1].xyz;
vec3 tmpvar_65;
tmpvar_65 = tmpvar_64;
xlt_IN_58.viewDir = tmpvar_65;
vec4 tmpvar_66;
tmpvar_66 = gl_TexCoord[2].xyzw;
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
xlt_IN_58.hip_screen = tmpvar_67;
vec4 tmpvar_68;
tmpvar_68 = frag_surf (xlt_IN_58);
vec4 tmpvar_69;
tmpvar_69 = tmpvar_68;
xl_retval_59 = tmpvar_69;
vec4 tmpvar_70;
tmpvar_70 = xl_retval_59.xyzw;
vec4 tmpvar_71;
tmpvar_71 = tmpvar_70;
gl_FragData[0] = tmpvar_71;
}