bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Parallax_Diffuse2-ir.txt

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2012-10-07 23:41:18 -04:00
struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec4 hip_screen;
vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec2 xll_saturate (
in vec2 x_3
)
{
vec2 tmpvar_4;
tmpvar_4 = clamp (x_3, 0.0, 1.0);
return tmpvar_4;
}
vec3 xll_saturate (
in vec3 x_5
)
{
vec3 tmpvar_6;
tmpvar_6 = clamp (x_5, 0.0, 1.0);
return tmpvar_6;
}
vec4 xll_saturate (
in vec4 x_7
)
{
vec4 tmpvar_8;
tmpvar_8 = clamp (x_7, 0.0, 1.0);
return tmpvar_8;
}
mat2 xll_saturate (
in mat2 m_9
)
{
vec2 tmpvar_10;
tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
vec2 tmpvar_11;
tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
mat2 tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_10;
tmpvar_12[0] = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_12[1] = tmpvar_14;
return tmpvar_12;
}
mat3 xll_saturate (
in mat3 m_15
)
{
vec3 tmpvar_16;
tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
vec3 tmpvar_17;
tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
mat3 tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_16;
tmpvar_19[0] = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_19[1] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_19[2] = tmpvar_22;
return tmpvar_19;
}
mat4 xll_saturate (
in mat4 m_23
)
{
vec4 tmpvar_24;
tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
vec4 tmpvar_25;
tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
mat4 tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_24;
tmpvar_28[0] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_28[1] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_28[2] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_28[3] = tmpvar_32;
return tmpvar_28;
}
vec4 UnpackNormal (
in vec4 packednormal_33
)
{
vec4 normal_34;
vec2 tmpvar_35;
tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0);
normal_34.xy = tmpvar_35.xy.xy;
float tmpvar_36;
tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y)));
float tmpvar_37;
tmpvar_37 = tmpvar_36;
normal_34.z = vec3(tmpvar_37).z;
return normal_34;
}
vec2 ParallaxOffset (
in float h_38,
in float height_39,
in vec3 viewDir_40
)
{
vec3 v_41;
float tmpvar_42;
tmpvar_42 = ((h_38 * height_39) - (height_39 / 2.0));
h_38 = tmpvar_42;
vec3 tmpvar_43;
tmpvar_43 = normalize (viewDir_40);
vec3 tmpvar_44;
tmpvar_44 = tmpvar_43;
v_41 = tmpvar_44;
float tmpvar_45;
tmpvar_45 = (v_41.z + 0.42);
v_41.z = vec3(tmpvar_45).z;
return (h_38 * (v_41.xy / v_41.z));
}
void surf (
in Input IN_46,
inout SurfaceOutput o_47
)
{
vec4 c_48;
vec2 offset_49;
float h_50;
vec4 tmpvar_51;
tmpvar_51 = texture2D (_ParallaxMap, IN_46.uv_BumpMap);
float tmpvar_52;
tmpvar_52 = tmpvar_51.w;
h_50 = tmpvar_52;
vec2 tmpvar_53;
tmpvar_53 = ParallaxOffset (h_50, _Parallax, IN_46.viewDir);
vec2 tmpvar_54;
tmpvar_54 = tmpvar_53;
offset_49 = tmpvar_54;
vec2 tmpvar_55;
tmpvar_55 = (IN_46.uv_MainTex + offset_49);
IN_46.uv_MainTex = tmpvar_55;
vec2 tmpvar_56;
tmpvar_56 = (IN_46.uv_BumpMap + offset_49);
IN_46.uv_BumpMap = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = texture2D (_MainTex, IN_46.uv_MainTex);
vec4 tmpvar_58;
tmpvar_58 = (tmpvar_57 * _Color);
c_48 = tmpvar_58;
vec3 tmpvar_59;
tmpvar_59 = c_48.xyz;
o_47.Albedo = tmpvar_59;
float tmpvar_60;
tmpvar_60 = c_48.w;
o_47.Alpha = tmpvar_60;
vec4 tmpvar_61;
tmpvar_61 = texture2D (_BumpMap, IN_46.uv_BumpMap);
vec4 tmpvar_62;
tmpvar_62 = UnpackNormal (tmpvar_61);
vec3 tmpvar_63;
tmpvar_63 = tmpvar_62.xyz;
vec3 tmpvar_64;
tmpvar_64 = tmpvar_63;
o_47.Normal = tmpvar_64;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_65,
in vec4 light_66
)
{
vec4 c_67;
vec3 tmpvar_68;
tmpvar_68 = (s_65.Albedo * light_66.xyz);
c_67.xyz = tmpvar_68.xyz.xyz;
float tmpvar_69;
tmpvar_69 = s_65.Alpha;
c_67.w = vec4(tmpvar_69).w;
return c_67;
}
vec3 DecodeLightmap (
in vec4 color_70
)
{
return (2.0 * color_70.xyz);
}
vec4 frag_surf (
in v2f_surf IN_71
)
{
vec4 col_72;
vec3 lm_73;
vec3 lmIndirect_74;
vec3 lmFull_75;
vec4 light_76;
SurfaceOutput o_77;
Input surfIN_78;
vec2 tmpvar_79;
tmpvar_79 = IN_71.hip_pack0.xy;
surfIN_78.uv_MainTex = tmpvar_79;
vec2 tmpvar_80;
tmpvar_80 = IN_71.hip_pack0.zw;
surfIN_78.uv_BumpMap = tmpvar_80;
vec3 tmpvar_81;
tmpvar_81 = IN_71.viewDir;
surfIN_78.viewDir = tmpvar_81;
vec3 tmpvar_82;
tmpvar_82 = vec3(0.0, 0.0, 0.0);
o_77.Albedo = tmpvar_82;
vec3 tmpvar_83;
tmpvar_83 = vec3(0.0, 0.0, 0.0);
o_77.Emission = tmpvar_83;
float tmpvar_84;
tmpvar_84 = 0.0;
o_77.Specular = tmpvar_84;
float tmpvar_85;
tmpvar_85 = 0.0;
o_77.Alpha = tmpvar_85;
float tmpvar_86;
tmpvar_86 = 0.0;
o_77.Gloss = tmpvar_86;
surf (surfIN_78, o_77);
vec4 tmpvar_87;
tmpvar_87 = texture2DProj (_LightBuffer, IN_71.hip_screen);
vec4 tmpvar_88;
tmpvar_88 = tmpvar_87;
light_76 = tmpvar_88;
vec4 tmpvar_89;
tmpvar_89 = log2 (light_76);
vec4 tmpvar_90;
tmpvar_90 = -(tmpvar_89);
light_76 = tmpvar_90;
vec4 tmpvar_91;
tmpvar_91 = texture2D (unity_Lightmap, IN_71.hip_lmapFade.xy);
vec3 tmpvar_92;
tmpvar_92 = DecodeLightmap (tmpvar_91);
vec3 tmpvar_93;
tmpvar_93 = tmpvar_92;
lmFull_75 = tmpvar_93;
vec4 tmpvar_94;
tmpvar_94 = texture2D (unity_LightmapInd, IN_71.hip_lmapFade.xy);
vec3 tmpvar_95;
tmpvar_95 = DecodeLightmap (tmpvar_94);
vec3 tmpvar_96;
tmpvar_96 = tmpvar_95;
lmIndirect_74 = tmpvar_96;
float tmpvar_97;
tmpvar_97 = xll_saturate (IN_71.hip_lmapFade.z);
vec3 tmpvar_98;
tmpvar_98 = vec3(tmpvar_97);
vec3 tmpvar_99;
tmpvar_99 = mix (lmIndirect_74, lmFull_75, tmpvar_98);
vec3 tmpvar_100;
tmpvar_100 = tmpvar_99;
lm_73 = tmpvar_100;
vec3 tmpvar_101;
tmpvar_101 = (light_76.xyz + lm_73);
light_76.xyz = tmpvar_101.xyz.xyz;
vec4 tmpvar_102;
tmpvar_102 = LightingLambert_PrePass (o_77, light_76);
vec4 tmpvar_103;
tmpvar_103 = tmpvar_102;
col_72 = tmpvar_103;
return col_72;
}
void main ()
{
v2f_surf xlt_IN_104;
vec4 xl_retval_105;
vec4 tmpvar_106;
tmpvar_106 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_104.pos = tmpvar_106;
float tmpvar_107;
tmpvar_107 = xlv_FOG.x;
xlt_IN_104.fog = tmpvar_107;
vec4 tmpvar_108;
tmpvar_108 = gl_TexCoord[0].xyzw;
vec4 tmpvar_109;
tmpvar_109 = tmpvar_108;
xlt_IN_104.hip_pack0 = tmpvar_109;
vec3 tmpvar_110;
tmpvar_110 = gl_TexCoord[1].xyz;
vec3 tmpvar_111;
tmpvar_111 = tmpvar_110;
xlt_IN_104.viewDir = tmpvar_111;
vec4 tmpvar_112;
tmpvar_112 = gl_TexCoord[2].xyzw;
vec4 tmpvar_113;
tmpvar_113 = tmpvar_112;
xlt_IN_104.hip_screen = tmpvar_113;
vec3 tmpvar_114;
tmpvar_114 = gl_TexCoord[3].xyz;
vec3 tmpvar_115;
tmpvar_115 = tmpvar_114;
xlt_IN_104.hip_lmapFade = tmpvar_115;
vec4 tmpvar_116;
tmpvar_116 = frag_surf (xlt_IN_104);
vec4 tmpvar_117;
tmpvar_117 = tmpvar_116;
xl_retval_105 = tmpvar_117;
vec4 tmpvar_118;
tmpvar_118 = xl_retval_105.xyzw;
vec4 tmpvar_119;
tmpvar_119 = tmpvar_118;
gl_FragData[0] = tmpvar_119;
}