bgfx/3rdparty/glsl-optimizer/tests/fragment/z-prepasslight-out.txt

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uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
uniform mat4 _CameraToWorld;
uniform vec4 _LightColor;
uniform mat4 _LightMatrix0;
uniform vec4 _LightPos;
uniform vec4 _LightPositionRange;
uniform vec4 _LightShadowData;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform vec4 _ProjectionParams;
uniform samplerCube _ShadowMapTexture;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _ZBufferParams;
uniform vec4 unity_LightmapFade;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
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void main ()
{
vec4 res_1;
float atten_2;
vec3 lightDir_3;
vec3 normal_4;
vec2 tmpvar_5;
tmpvar_5 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
vec4 tmpvar_6;
tmpvar_6 = texture2D (_CameraNormalsTexture, tmpvar_5);
normal_4 = normalize(((tmpvar_6.xyz * 2.0) - 1.0));
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
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tmpvar_7.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
(_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_5).x)
+ _ZBufferParams.y))));
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vec3 tmpvar_8;
tmpvar_8 = (_CameraToWorld * tmpvar_7).xyz;
vec3 tmpvar_9;
tmpvar_9 = (tmpvar_8 - _LightPos.xyz);
lightDir_3 = -(normalize(tmpvar_9));
atten_2 = texture2D (_LightTextureB0, vec2((dot (tmpvar_9, tmpvar_9) * _LightPos.w))).w;
vec4 shadowVals_10;
shadowVals_10.x = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(0.0078125, 0.0078125, 0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
shadowVals_10.y = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(-0.0078125, -0.0078125, 0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
shadowVals_10.z = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(-0.0078125, 0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
shadowVals_10.w = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(0.0078125, -0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
bvec4 tmpvar_11;
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tmpvar_11 = lessThan (shadowVals_10, vec4(((
sqrt(dot (tmpvar_9, tmpvar_9))
* _LightPositionRange.w) * 0.97)));
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vec4 tmpvar_12;
tmpvar_12 = _LightShadowData.xxxx;
float tmpvar_13;
if (tmpvar_11.x) {
tmpvar_13 = tmpvar_12.x;
} else {
tmpvar_13 = 1.0;
};
float tmpvar_14;
if (tmpvar_11.y) {
tmpvar_14 = tmpvar_12.y;
} else {
tmpvar_14 = 1.0;
};
float tmpvar_15;
if (tmpvar_11.z) {
tmpvar_15 = tmpvar_12.z;
} else {
tmpvar_15 = 1.0;
};
float tmpvar_16;
if (tmpvar_11.w) {
tmpvar_16 = tmpvar_12.w;
} else {
tmpvar_16 = 1.0;
};
vec4 tmpvar_17;
tmpvar_17.x = tmpvar_13;
tmpvar_17.y = tmpvar_14;
tmpvar_17.z = tmpvar_15;
tmpvar_17.w = tmpvar_16;
vec4 tmpvar_18;
tmpvar_18.w = 1.0;
tmpvar_18.xyz = tmpvar_8;
float tmpvar_19;
tmpvar_19 = ((atten_2 * dot (tmpvar_17, vec4(0.25, 0.25, 0.25, 0.25))) * textureCube (_LightTexture0, (_LightMatrix0 * tmpvar_18).xyz).w);
atten_2 = tmpvar_19;
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res_1.xyz = (_LightColor.xyz * (max (0.0,
dot (lightDir_3, normal_4)
) * tmpvar_19));
res_1.w = ((pow (
max (0.0, dot (normalize((lightDir_3 -
normalize((tmpvar_8 - _WorldSpaceCameraPos))
)), normal_4))
,
(tmpvar_6.w * 128.0)
) * clamp (tmpvar_19, 0.0, 1.0)) * dot (_LightColor.xyz, vec3(0.22, 0.707, 0.071)));
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vec4 tmpvar_20;
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tmpvar_20 = (res_1 * clamp ((1.0 -
((tmpvar_7.z * unity_LightmapFade.z) + unity_LightmapFade.w)
), 0.0, 1.0));
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res_1 = tmpvar_20;
gl_FragData[0] = exp2(-(tmpvar_20));
}
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// inputs: 2, stats: 62 alu 8 tex 4 flow