bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-TreeCreatorLeavesRT-ir.txt

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struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
vec3 backContrib;
vec3 nl;
vec3 nh;
};
uniform vec3 _TerrainTreeLightDirections[4];
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uniform float _TranslucencyViewDependency;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
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float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec3 ObjSpaceViewDir (
in vec4 v_3
)
{
vec3 objSpaceCameraPos_4;
vec4 tmpvar_5;
tmpvar_5.w = 1.0;
tmpvar_5.xyz = _WorldSpaceCameraPos.xyz.xyz;
vec3 tmpvar_6;
tmpvar_6 = ((_World2Object * tmpvar_5).xyz * unity_Scale.w);
objSpaceCameraPos_4 = tmpvar_6;
return (objSpaceCameraPos_4 - v_3.xyz);
}
void ExpandBillboard (
in mat4 mat_7,
inout vec4 pos_8,
inout vec3 normal_9,
inout vec4 tangent_10
)
{
vec3 tanb_11;
vec3 norb_12;
float isBillboard_13;
float tmpvar_14;
tmpvar_14 = abs (tangent_10.w);
float tmpvar_15;
tmpvar_15 = (1.0 - tmpvar_14);
isBillboard_13 = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16.w = 0.0;
tmpvar_16.xyz = normal_9.xyz;
vec4 tmpvar_17;
tmpvar_17 = normalize ((tmpvar_16 * mat_7));
vec3 tmpvar_18;
tmpvar_18 = tmpvar_17.xyz;
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18;
norb_12 = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.w = 0.0;
tmpvar_20.xyz = tangent_10.xyz.xyz;
vec4 tmpvar_21;
tmpvar_21 = normalize ((tmpvar_20 * mat_7));
vec3 tmpvar_22;
tmpvar_22 = tmpvar_21.xyz;
vec3 tmpvar_23;
tmpvar_23 = tmpvar_22;
tanb_11 = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24.zw = vec2(0.0, 0.0);
tmpvar_24.xy = normal_9.xy.xy;
vec4 tmpvar_25;
tmpvar_25 = (pos_8 + ((tmpvar_24 * mat_7) * isBillboard_13));
pos_8 = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = vec3(isBillboard_13);
vec3 tmpvar_27;
tmpvar_27 = mix (normal_9, norb_12, tmpvar_26);
vec3 tmpvar_28;
tmpvar_28 = tmpvar_27;
normal_9 = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29.w = -1.0;
tmpvar_29.xyz = tanb_11.xyz;
vec4 tmpvar_30;
tmpvar_30 = vec4(isBillboard_13);
vec4 tmpvar_31;
tmpvar_31 = mix (tangent_10, tmpvar_29, tmpvar_30);
vec4 tmpvar_32;
tmpvar_32 = tmpvar_31;
tangent_10 = tmpvar_32;
}
v2f vert (
in appdata_full v_33
)
{
float nh_34;
vec3 h_35;
float backContrib_36;
float nl_37;
vec3 lightDir_38;
int j_39;
vec3 viewDir_40;
v2f o_41;
int tmpvar_42;
tmpvar_42 = 0;
j_39 = tmpvar_42;
ExpandBillboard (gl_ModelViewMatrixInverseTranspose, v_33.vertex, v_33.normal, v_33.tangent);
vec4 tmpvar_43;
tmpvar_43 = (gl_ModelViewProjectionMatrix * v_33.vertex);
o_41.pos = tmpvar_43;
vec2 tmpvar_44;
tmpvar_44 = v_33.texcoord.xy;
o_41.uv = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = ObjSpaceViewDir (v_33.vertex);
vec3 tmpvar_46;
tmpvar_46 = normalize (tmpvar_45);
vec3 tmpvar_47;
tmpvar_47 = tmpvar_46;
viewDir_40 = tmpvar_47;
while (true) {
if (!((j_39 < 3))) {
break;
};
vec3 tmpvar_48;
tmpvar_48 = _TerrainTreeLightDirections[j_39];
lightDir_38 = tmpvar_48;
float tmpvar_49;
tmpvar_49 = dot (v_33.normal, lightDir_38);
float tmpvar_50;
tmpvar_50 = tmpvar_49;
nl_37 = tmpvar_50;
float tmpvar_51;
tmpvar_51 = dot (viewDir_40, -(lightDir_38));
float tmpvar_52;
tmpvar_52 = xll_saturate (tmpvar_51);
float tmpvar_53;
tmpvar_53 = tmpvar_52;
backContrib_36 = tmpvar_53;
float tmpvar_54;
tmpvar_54 = xll_saturate (-(nl_37));
float tmpvar_55;
tmpvar_55 = mix (tmpvar_54, backContrib_36, _TranslucencyViewDependency);
float tmpvar_56;
tmpvar_56 = tmpvar_55;
backContrib_36 = tmpvar_56;
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vec3 tmpvar_57;
tmpvar_57 = o_41.backContrib; tmpvar_57[j_39] = (backContrib_36 * 2.0);
o_41.backContrib = tmpvar_57;
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float tmpvar_58;
tmpvar_58 = max (0.0, ((nl_37 * 0.6) + 0.4));
float tmpvar_59;
tmpvar_59 = tmpvar_58;
nl_37 = tmpvar_59;
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vec3 tmpvar_60;
tmpvar_60 = o_41.nl; tmpvar_60[j_39] = nl_37;
o_41.nl = tmpvar_60;
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vec3 tmpvar_61;
tmpvar_61 = normalize ((lightDir_38 + viewDir_40));
vec3 tmpvar_62;
tmpvar_62 = tmpvar_61;
h_35 = tmpvar_62;
float tmpvar_63;
tmpvar_63 = dot (v_33.normal, h_35);
float tmpvar_64;
tmpvar_64 = max (0.0, tmpvar_63);
float tmpvar_65;
tmpvar_65 = tmpvar_64;
nh_34 = tmpvar_65;
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vec3 tmpvar_66;
tmpvar_66 = o_41.nh; tmpvar_66[j_39] = nh_34;
o_41.nh = tmpvar_66;
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int _post_incdec_tmp_67;
_post_incdec_tmp_67 = j_39;
int tmpvar_68;
tmpvar_68 = (j_39 + 1);
j_39 = tmpvar_68;
};
vec3 tmpvar_69;
tmpvar_69 = vec3(v_33.color.w);
vec3 tmpvar_70;
tmpvar_70 = tmpvar_69;
o_41.color = tmpvar_70;
return o_41;
}
void main ()
{
appdata_full xlt_v_71;
v2f xl_retval_72;
vec4 tmpvar_73;
tmpvar_73 = gl_Vertex.xyzw;
vec4 tmpvar_74;
tmpvar_74 = tmpvar_73;
xlt_v_71.vertex = tmpvar_74;
vec4 tmpvar_75;
tmpvar_75 = TANGENT.xyzw;
vec4 tmpvar_76;
tmpvar_76 = tmpvar_75;
xlt_v_71.tangent = tmpvar_76;
vec3 tmpvar_77;
tmpvar_77 = gl_Normal.xyz;
vec3 tmpvar_78;
tmpvar_78 = tmpvar_77;
xlt_v_71.normal = tmpvar_78;
vec4 tmpvar_79;
tmpvar_79 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_80;
tmpvar_80 = tmpvar_79;
xlt_v_71.texcoord = tmpvar_80;
vec4 tmpvar_81;
tmpvar_81 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_82;
tmpvar_82 = tmpvar_81;
xlt_v_71.texcoord1 = tmpvar_82;
vec4 tmpvar_83;
tmpvar_83 = gl_Color.xyzw;
vec4 tmpvar_84;
tmpvar_84 = tmpvar_83;
xlt_v_71.color = tmpvar_84;
v2f tmpvar_85;
tmpvar_85 = vert (xlt_v_71);
v2f tmpvar_86;
tmpvar_86 = tmpvar_85;
xl_retval_72 = tmpvar_86;
vec4 tmpvar_87;
tmpvar_87 = xl_retval_72.pos.xyzw;
vec4 tmpvar_88;
tmpvar_88 = tmpvar_87;
gl_Position = tmpvar_88;
vec4 tmpvar_89;
tmpvar_89.zw = vec2(0.0, 0.0);
tmpvar_89.xy = xl_retval_72.uv.xy;
vec4 tmpvar_90;
tmpvar_90 = tmpvar_89;
gl_TexCoord[0] = tmpvar_90;
vec4 tmpvar_91;
tmpvar_91.w = 0.0;
tmpvar_91.xyz = xl_retval_72.color.xyz;
vec4 tmpvar_92;
tmpvar_92 = tmpvar_91;
gl_TexCoord[1] = tmpvar_92;
vec4 tmpvar_93;
tmpvar_93.w = 0.0;
tmpvar_93.xyz = xl_retval_72.backContrib.xyz;
vec4 tmpvar_94;
tmpvar_94 = tmpvar_93;
gl_TexCoord[2] = tmpvar_94;
vec4 tmpvar_95;
tmpvar_95.w = 0.0;
tmpvar_95.xyz = xl_retval_72.nl.xyz;
vec4 tmpvar_96;
tmpvar_96 = tmpvar_95;
gl_TexCoord[3] = tmpvar_96;
vec4 tmpvar_97;
tmpvar_97.w = 0.0;
tmpvar_97.xyz = xl_retval_72.nh.xyz;
vec4 tmpvar_98;
tmpvar_98 = tmpvar_97;
gl_TexCoord[4] = tmpvar_98;
}