bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_Vertexlit-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;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 normal;
vec3 lightDir;
vec3 _LightCoord;
};
uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
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void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_5;
tmpvar_5 = (tmpvar_4 * IN_1.color);
c_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = c_3.xyz;
o_2.Albedo = tmpvar_6;
float tmpvar_7;
tmpvar_7 = c_3.w;
o_2.Alpha = tmpvar_7;
}
vec4 LightingLambert (
in SurfaceOutput s_8,
in vec3 lightDir_9,
in float atten_10
)
{
vec4 c_11;
float diff_12;
float tmpvar_13;
tmpvar_13 = dot (s_8.Normal, lightDir_9);
float tmpvar_14;
tmpvar_14 = max (0.0, tmpvar_13);
float tmpvar_15;
tmpvar_15 = tmpvar_14;
diff_12 = tmpvar_15;
vec3 tmpvar_16;
tmpvar_16 = ((s_8.Albedo * _LightColor0.xyz) * ((diff_12 * atten_10) * 2.0));
c_11.xyz = tmpvar_16.xyz.xyz;
float tmpvar_17;
tmpvar_17 = s_8.Alpha;
c_11.w = vec4(tmpvar_17).w;
return c_11;
}
vec4 frag_surf (
in v2f_surf IN_18
)
{
vec4 c_19;
vec3 lightDir_20;
SurfaceOutput o_21;
Input surfIN_22;
vec2 tmpvar_23;
tmpvar_23 = IN_18.hip_pack0.xy;
surfIN_22.uv_MainTex = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24 = IN_18.lop_color;
surfIN_22.color = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = vec3(0.0, 0.0, 0.0);
o_21.Albedo = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = vec3(0.0, 0.0, 0.0);
o_21.Emission = tmpvar_26;
float tmpvar_27;
tmpvar_27 = 0.0;
o_21.Specular = tmpvar_27;
float tmpvar_28;
tmpvar_28 = 0.0;
o_21.Alpha = tmpvar_28;
float tmpvar_29;
tmpvar_29 = 0.0;
o_21.Gloss = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = IN_18.normal;
o_21.Normal = tmpvar_30;
surf (surfIN_22, o_21);
vec3 tmpvar_31;
tmpvar_31 = IN_18.lightDir;
lightDir_20 = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = normalize (lightDir_20);
vec3 tmpvar_33;
tmpvar_33 = tmpvar_32;
lightDir_20 = tmpvar_33;
float tmpvar_34;
tmpvar_34 = dot (IN_18._LightCoord, IN_18._LightCoord);
vec2 tmpvar_35;
tmpvar_35 = vec2(tmpvar_34);
vec2 tmpvar_36;
tmpvar_36 = tmpvar_35.xy;
vec4 tmpvar_37;
tmpvar_37 = texture2D (_LightTexture0, tmpvar_36);
vec4 tmpvar_38;
tmpvar_38 = LightingLambert (o_21, lightDir_20, tmpvar_37.w);
vec4 tmpvar_39;
tmpvar_39 = tmpvar_38;
c_19 = tmpvar_39;
float tmpvar_40;
tmpvar_40 = 0.0;
c_19.w = vec4(tmpvar_40).w;
return c_19;
}
void main ()
{
v2f_surf xlt_IN_41;
vec4 xl_retval_42;
vec4 tmpvar_43;
tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_41.pos = tmpvar_43;
float tmpvar_44;
tmpvar_44 = xlv_FOG.x;
xlt_IN_41.fog = tmpvar_44;
vec2 tmpvar_45;
tmpvar_45 = gl_TexCoord[0].xy;
vec2 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_IN_41.hip_pack0 = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = gl_Color.xyzw;
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
xlt_IN_41.lop_color = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = gl_TexCoord[1].xyz;
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_41.normal = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = gl_TexCoord[2].xyz;
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_41.lightDir = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = gl_TexCoord[3].xyz;
vec3 tmpvar_54;
tmpvar_54 = tmpvar_53;
xlt_IN_41._LightCoord = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = frag_surf (xlt_IN_41);
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
xl_retval_42 = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = xl_retval_42.xyzw;
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
gl_FragData[0] = tmpvar_58;
}