bgfx/3rdparty/glsl-optimizer/tests/vertex/z-NichsHybridLight-out.txt

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uniform mat4 _Object2World;
uniform mat4 _World2Object;
uniform vec3 _Tonemap_blackLevel;
uniform vec3 _Tonemap_toeLength;
uniform vec3 _Tonemap_heel;
uniform vec3 _Tonemap_shoulder;
uniform vec3 _Tonemap_colorScale1;
uniform vec3 _Tonemap_colorScale2;
uniform vec3 _HybridSunDir;
uniform vec4 _HybridSunCol;
uniform vec3 GridLightTextureStartCell;
uniform vec3 GridLightTextureCellSize;
uniform sampler2D GridLightTexture;
uniform vec4 IngameGridLimit;
uniform vec4 LightPos[30];
uniform vec4 LightCol[30];
uniform vec4 _MainTex_ST;
attribute vec4 TANGENT;
varying vec3 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
varying vec3 xlv_COLOR;
varying vec2 xlv_TEXCOORD2;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = (_Object2World * gl_Vertex).xyz;
mat3 tmpvar_2;
tmpvar_2[0] = _Object2World[0].xyz;
tmpvar_2[1] = _Object2World[1].xyz;
tmpvar_2[2] = _Object2World[2].xyz;
vec3 tmpvar_3;
tmpvar_3 = normalize((tmpvar_2 * gl_Normal));
vec4 nn_4;
vec4 tmpvar_5;
tmpvar_5 = ((gl_MultiTexCoord1.xyxy * vec4(2.0, 2.0, 0.0, 0.0)) + vec4(-1.0, -1.0, 1.01, -1.0));
nn_4.w = tmpvar_5.w;
float tmpvar_6;
tmpvar_6 = dot (tmpvar_5.xyz, -(tmpvar_5.xyw));
nn_4.z = tmpvar_6;
nn_4.xy = (tmpvar_5.xy * sqrt(tmpvar_6));
vec3 tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = (gl_Color.xyz * 3.0);
tmpvar_7 = (tmpvar_8 * tmpvar_8);
ivec4 tmpvar_9;
tmpvar_9 = ivec4((texture2DLod (GridLightTexture, clamp (
((tmpvar_1 - GridLightTextureStartCell) * GridLightTextureCellSize)
.xz, IngameGridLimit.xy, IngameGridLimit.zw), 0.0) * 255.0));
vec4 tmpvar_10;
vec4 tmpvar_11;
vec4 tmpvar_12;
vec4 tmpvar_13;
vec4 tmpvar_14;
vec4 tmpvar_15;
vec4 tmpvar_16;
vec4 tmpvar_17;
tmpvar_10 = LightPos[tmpvar_9.x];
tmpvar_11 = LightCol[tmpvar_9.x];
tmpvar_12 = LightPos[tmpvar_9.y];
tmpvar_13 = LightCol[tmpvar_9.y];
tmpvar_14 = LightPos[tmpvar_9.z];
tmpvar_15 = LightCol[tmpvar_9.z];
tmpvar_16 = LightPos[tmpvar_9.w];
tmpvar_17 = LightCol[tmpvar_9.w];
vec3 hybridCol_18;
vec4 atten_19;
float wAgg_20;
vec3 lAgg_21;
vec3 tmpvar_22;
tmpvar_22 = (tmpvar_10.xyz - tmpvar_1);
float tmpvar_23;
tmpvar_23 = dot (tmpvar_22, tmpvar_22);
vec3 tmpvar_24;
tmpvar_24 = (tmpvar_22 * inversesqrt(tmpvar_23));
vec4 tmpvar_25;
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tmpvar_25.yzw = atten_19.yzw;
tmpvar_25.x = max ((1.0 - (
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(tmpvar_23 * tmpvar_10.w)
* 0.8)), 0.0);
vec4 tmpvar_26;
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tmpvar_26.yzw = tmpvar_25.yzw;
tmpvar_26.x = (tmpvar_25.x * tmpvar_25.x);
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float tmpvar_27;
tmpvar_27 = ((tmpvar_26.x * tmpvar_11.w) * max (dot (tmpvar_24, tmpvar_3), 0.05));
lAgg_21 = (tmpvar_27 * tmpvar_24);
wAgg_20 = (0.001 + tmpvar_27);
vec3 tmpvar_28;
tmpvar_28 = (tmpvar_12.xyz - tmpvar_1);
float tmpvar_29;
tmpvar_29 = dot (tmpvar_28, tmpvar_28);
vec3 tmpvar_30;
tmpvar_30 = (tmpvar_28 * inversesqrt(tmpvar_29));
vec4 tmpvar_31;
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tmpvar_31.xzw = tmpvar_26.xzw;
tmpvar_31.y = max ((1.0 - (
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(tmpvar_29 * tmpvar_12.w)
* 0.8)), 0.0);
vec4 tmpvar_32;
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tmpvar_32.xzw = tmpvar_31.xzw;
tmpvar_32.y = (tmpvar_31.y * tmpvar_31.y);
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float tmpvar_33;
tmpvar_33 = ((tmpvar_32.y * tmpvar_13.w) * max (dot (tmpvar_30, tmpvar_3), 0.05));
lAgg_21 = (lAgg_21 + (tmpvar_33 * tmpvar_30));
wAgg_20 = (wAgg_20 + tmpvar_33);
vec3 tmpvar_34;
tmpvar_34 = (tmpvar_14.xyz - tmpvar_1);
float tmpvar_35;
tmpvar_35 = dot (tmpvar_34, tmpvar_34);
vec3 tmpvar_36;
tmpvar_36 = (tmpvar_34 * inversesqrt(tmpvar_35));
vec4 tmpvar_37;
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tmpvar_37.xyw = tmpvar_32.xyw;
tmpvar_37.z = max ((1.0 - (
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(tmpvar_35 * tmpvar_14.w)
* 0.8)), 0.0);
vec4 tmpvar_38;
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tmpvar_38.xyw = tmpvar_37.xyw;
tmpvar_38.z = (tmpvar_37.z * tmpvar_37.z);
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float tmpvar_39;
tmpvar_39 = ((tmpvar_38.z * tmpvar_15.w) * max (dot (tmpvar_36, tmpvar_3), 0.05));
lAgg_21 = (lAgg_21 + (tmpvar_39 * tmpvar_36));
wAgg_20 = (wAgg_20 + tmpvar_39);
vec3 tmpvar_40;
tmpvar_40 = (tmpvar_16.xyz - tmpvar_1);
float tmpvar_41;
tmpvar_41 = dot (tmpvar_40, tmpvar_40);
vec3 tmpvar_42;
tmpvar_42 = (tmpvar_40 * inversesqrt(tmpvar_41));
vec4 tmpvar_43;
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tmpvar_43.xyz = tmpvar_38.xyz;
tmpvar_43.w = max ((1.0 - (
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(tmpvar_41 * tmpvar_16.w)
* 0.8)), 0.0);
vec4 tmpvar_44;
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tmpvar_44.xyz = tmpvar_43.xyz;
tmpvar_44.w = (tmpvar_43.w * tmpvar_43.w);
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atten_19 = tmpvar_44;
float tmpvar_45;
tmpvar_45 = ((tmpvar_44.w * tmpvar_17.w) * max (dot (tmpvar_42, tmpvar_3), 0.05));
lAgg_21 = (lAgg_21 + (tmpvar_45 * tmpvar_42));
wAgg_20 = (wAgg_20 + tmpvar_45);
float tmpvar_46;
tmpvar_46 = (dot (tmpvar_7, vec3(0.22, 0.707, 0.071)) * 2.0);
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lAgg_21 = (lAgg_21 + ((
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((nn_4.xyz * 2.0) + vec3(0.0, 0.0, -1.0))
*
(gl_Color.w * 2.0)
) * tmpvar_46));
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wAgg_20 = (wAgg_20 + tmpvar_46);
hybridCol_18 = (tmpvar_7 + (tmpvar_11.xyz * tmpvar_26.x));
hybridCol_18 = (hybridCol_18 + (tmpvar_13.xyz * tmpvar_32.y));
hybridCol_18 = (hybridCol_18 + (tmpvar_15.xyz * tmpvar_38.z));
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hybridCol_18 = (hybridCol_18 + (tmpvar_17.xyz * tmpvar_44.w));
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vec3 x_47;
x_47 = (hybridCol_18 * 0.25);
vec3 tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = (_Tonemap_blackLevel * 0.25);
tmpvar_48 = max ((x_47 - tmpvar_49), vec3(0.0, 0.0, 0.0));
x_47 = ((tmpvar_48 * (
(_Tonemap_colorScale1 * tmpvar_48)
+ _Tonemap_heel)) / ((tmpvar_48 *
((_Tonemap_colorScale2 * tmpvar_48) + _Tonemap_shoulder)
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) + _Tonemap_toeLength));
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vec3 x_50;
x_50 = ((_HybridSunCol.xyz * dot (tmpvar_3, _HybridSunDir)) * 0.25);
vec3 tmpvar_51;
tmpvar_51 = max ((x_50 - tmpvar_49), vec3(0.0, 0.0, 0.0));
x_50 = ((tmpvar_51 * (
(_Tonemap_colorScale1 * tmpvar_51)
+ _Tonemap_heel)) / ((tmpvar_51 *
((_Tonemap_colorScale2 * tmpvar_51) + _Tonemap_shoulder)
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) + _Tonemap_toeLength));
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vec3 tmpvar_52;
vec3 tmpvar_53;
tmpvar_52 = TANGENT.xyz;
tmpvar_53 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_54;
tmpvar_54[0].x = tmpvar_52.x;
tmpvar_54[0].y = tmpvar_53.x;
tmpvar_54[0].z = gl_Normal.x;
tmpvar_54[1].x = tmpvar_52.y;
tmpvar_54[1].y = tmpvar_53.y;
tmpvar_54[1].z = gl_Normal.y;
tmpvar_54[2].x = tmpvar_52.z;
tmpvar_54[2].y = tmpvar_53.z;
tmpvar_54[2].z = gl_Normal.z;
mat3 tmpvar_55;
tmpvar_55[0] = _World2Object[0].xyz;
tmpvar_55[1] = _World2Object[1].xyz;
tmpvar_55[2] = _World2Object[2].xyz;
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
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xlv_TEXCOORD0 = (tmpvar_54 * (tmpvar_55 * (lAgg_21 / wAgg_20)));
xlv_TEXCOORD1 = (x_47 * 4.0);
xlv_COLOR = (x_50 * 4.0);
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xlv_TEXCOORD2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
}
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// stats: 133 alu 1 tex 0 flow
// inputs: 6
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Color (high float) 4x1 [-1] loc 3
// #3: gl_Normal (high float) 3x1 [-1] loc 2
// #4: gl_Vertex (high float) 4x1 [-1] loc 0
// #5: TANGENT (high float) 4x1 [-1]
// uniforms: 17 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _Object2World (high float) 4x4 [-1]
// #2: _World2Object (high float) 4x4 [-1]
// #3: _Tonemap_blackLevel (high float) 3x1 [-1]
// #4: _Tonemap_toeLength (high float) 3x1 [-1]
// #5: _Tonemap_heel (high float) 3x1 [-1]
// #6: _Tonemap_shoulder (high float) 3x1 [-1]
// #7: _Tonemap_colorScale1 (high float) 3x1 [-1]
// #8: _Tonemap_colorScale2 (high float) 3x1 [-1]
// #9: _HybridSunDir (high float) 3x1 [-1]
// #10: _HybridSunCol (high float) 4x1 [-1]
// #11: GridLightTextureStartCell (high float) 3x1 [-1]
// #12: GridLightTextureCellSize (high float) 3x1 [-1]
// #13: IngameGridLimit (high float) 4x1 [-1]
// #14: LightPos (high float) 4x1 [30]
// #15: LightCol (high float) 4x1 [30]
// #16: _MainTex_ST (high float) 4x1 [-1]
// textures: 1
// #0: GridLightTexture (high 2d) 0x0 [-1]