bgfx/3rdparty/glsl-optimizer/tests/fragment/struct-initializer-out.txt

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varying vec4 position;
varying vec3 varyingNormalDirection;
uniform mat4 v_inv;
void main ()
{
vec3 specularReflection_1;
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vec3 totalLighting_2;
float attenuation_3;
vec3 lightDirection_4;
vec3 tmpvar_5;
tmpvar_5 = normalize(varyingNormalDirection);
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vec3 tmpvar_6;
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tmpvar_6 = normalize(((v_inv * vec4(0.0, 0.0, 0.0, 1.0)) - position).xyz);
totalLighting_2 = vec3(0.04, 0.04, 0.04);
vec3 tmpvar_7;
tmpvar_7 = (vec4(0.0, 3.0, 0.0, 1.0) - position).xyz;
float tmpvar_8;
tmpvar_8 = dot (tmpvar_7, tmpvar_7);
lightDirection_4 = (inversesqrt(tmpvar_8) * tmpvar_7);
attenuation_3 = (2.0 * inversesqrt(tmpvar_8));
vec3 tmpvar_9;
tmpvar_9 = ((vec3(attenuation_3) * vec3(1.0, 0.8, 0.8)) * max (0.0, dot (tmpvar_5, lightDirection_4)));
float tmpvar_10;
tmpvar_10 = dot (tmpvar_5, lightDirection_4);
if ((tmpvar_10 < 0.0)) {
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specularReflection_1 = vec3(0.0, 0.0, 0.0);
} else {
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vec3 I_11;
I_11 = -(lightDirection_4);
specularReflection_1 = (vec3(attenuation_3) * pow (max (0.0,
dot ((I_11 - (2.0 * (
dot (tmpvar_5, I_11)
* tmpvar_5))), tmpvar_6)
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), 5.0));
};
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totalLighting_2 = ((vec3(0.04, 0.04, 0.04) + tmpvar_9) + specularReflection_1);
vec4 tmpvar_12;
tmpvar_12.w = 1.0;
tmpvar_12.xyz = totalLighting_2;
gl_FragColor = tmpvar_12;
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}
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// stats: 30 alu 0 tex 1 flow
// inputs: 2
// #0: position (high float) 4x1 [-1]
// #1: varyingNormalDirection (high float) 3x1 [-1]
// uniforms: 1 (total size: 0)
// #0: v_inv (high float) 4x4 [-1]