bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_ScreenPosAlbedo1-ir.txt

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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec4 screenPos;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_screenPos;
vec4 hip_screen;
};
uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
varying vec4 xlv_FOG;
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void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec2 uv_3;
vec2 tmpvar_4;
tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
uv_3 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
uv_3 = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, uv_3);
vec3 tmpvar_7;
tmpvar_7 = tmpvar_6.xyz;
o_2.Albedo = tmpvar_7;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_8,
in vec4 light_9
)
{
vec4 c_10;
vec3 tmpvar_11;
tmpvar_11 = (s_8.Albedo * light_9.xyz);
c_10.xyz = tmpvar_11.xyz.xyz;
float tmpvar_12;
tmpvar_12 = s_8.Alpha;
c_10.w = vec4(tmpvar_12).w;
return c_10;
}
vec4 frag_surf (
in v2f_surf IN_13
)
{
vec4 col_14;
vec4 light_15;
SurfaceOutput o_16;
Input surfIN_17;
vec4 tmpvar_18;
tmpvar_18 = IN_13.hip_screenPos;
surfIN_17.screenPos = tmpvar_18;
vec3 tmpvar_19;
tmpvar_19 = vec3(0.0, 0.0, 0.0);
o_16.Albedo = tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = vec3(0.0, 0.0, 0.0);
o_16.Emission = tmpvar_20;
float tmpvar_21;
tmpvar_21 = 0.0;
o_16.Specular = tmpvar_21;
float tmpvar_22;
tmpvar_22 = 0.0;
o_16.Alpha = tmpvar_22;
float tmpvar_23;
tmpvar_23 = 0.0;
o_16.Gloss = tmpvar_23;
surf (surfIN_17, o_16);
vec4 tmpvar_24;
tmpvar_24 = texture2DProj (_LightBuffer, IN_13.hip_screen);
vec4 tmpvar_25;
tmpvar_25 = tmpvar_24;
light_15 = tmpvar_25;
vec4 tmpvar_26;
tmpvar_26 = log2 (light_15);
vec4 tmpvar_27;
tmpvar_27 = -(tmpvar_26);
light_15 = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = (light_15.xyz + unity_Ambient.xyz);
light_15.xyz = tmpvar_28.xyz.xyz;
vec4 tmpvar_29;
tmpvar_29 = LightingLambert_PrePass (o_16, light_15);
vec4 tmpvar_30;
tmpvar_30 = tmpvar_29;
col_14 = tmpvar_30;
return col_14;
}
void main ()
{
v2f_surf xlt_IN_31;
vec4 xl_retval_32;
vec4 tmpvar_33;
tmpvar_33 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_31.pos = tmpvar_33;
float tmpvar_34;
tmpvar_34 = xlv_FOG.x;
xlt_IN_31.fog = tmpvar_34;
vec4 tmpvar_35;
tmpvar_35 = gl_TexCoord[0].xyzw;
vec4 tmpvar_36;
tmpvar_36 = tmpvar_35;
xlt_IN_31.hip_screenPos = tmpvar_36;
vec4 tmpvar_37;
tmpvar_37 = gl_TexCoord[1].xyzw;
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
xlt_IN_31.hip_screen = tmpvar_38;
vec4 tmpvar_39;
tmpvar_39 = frag_surf (xlt_IN_31);
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
xl_retval_32 = tmpvar_40;
vec4 tmpvar_41;
tmpvar_41 = xl_retval_32.xyzw;
vec4 tmpvar_42;
tmpvar_42 = tmpvar_41;
gl_FragData[0] = tmpvar_42;
}