bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Rim_Bump-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_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
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;
}
void surf (
in Input IN_38,
inout SurfaceOutput o_39
)
{
float rim_40;
vec4 tmpvar_41;
tmpvar_41 = texture2D (_MainTex, IN_38.uv_BumpMap);
vec3 tmpvar_42;
tmpvar_42 = tmpvar_41.xyz;
o_39.Albedo = tmpvar_42;
vec4 tmpvar_43;
tmpvar_43 = texture2D (_BumpMap, IN_38.uv_BumpMap);
vec4 tmpvar_44;
tmpvar_44 = UnpackNormal (tmpvar_43);
vec3 tmpvar_45;
tmpvar_45 = tmpvar_44.xyz;
vec3 tmpvar_46;
tmpvar_46 = tmpvar_45;
o_39.Normal = tmpvar_46;
vec3 tmpvar_47;
tmpvar_47 = normalize (IN_38.viewDir);
float tmpvar_48;
tmpvar_48 = dot (tmpvar_47, o_39.Normal);
float tmpvar_49;
tmpvar_49 = xll_saturate (tmpvar_48);
float tmpvar_50;
tmpvar_50 = (1.0 - tmpvar_49);
rim_40 = tmpvar_50;
float tmpvar_51;
tmpvar_51 = pow (rim_40, _RimPower);
vec3 tmpvar_52;
tmpvar_52 = (_RimColor.xyz * tmpvar_51);
o_39.Emission = tmpvar_52;
}
float UnitySpotCookie (
in vec4 LightCoord_53
)
{
vec4 tmpvar_54;
tmpvar_54 = texture2D (_LightTexture0, ((LightCoord_53.xy / LightCoord_53.w) + 0.5));
return tmpvar_54.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_55
)
{
float tmpvar_56;
tmpvar_56 = dot (LightCoord_55, LightCoord_55);
vec2 tmpvar_57;
tmpvar_57 = vec2(tmpvar_56);
vec2 tmpvar_58;
tmpvar_58 = tmpvar_57.xy;
vec4 tmpvar_59;
tmpvar_59 = texture2D (_LightTextureB0, tmpvar_58);
return tmpvar_59.w;
}
vec4 LightingLambert (
in SurfaceOutput s_60,
in vec3 lightDir_61,
in float atten_62
)
{
vec4 c_63;
float diff_64;
float tmpvar_65;
tmpvar_65 = dot (s_60.Normal, lightDir_61);
float tmpvar_66;
tmpvar_66 = max (0.0, tmpvar_65);
float tmpvar_67;
tmpvar_67 = tmpvar_66;
diff_64 = tmpvar_67;
vec3 tmpvar_68;
tmpvar_68 = ((s_60.Albedo * _LightColor0.xyz) * ((diff_64 * atten_62) * 2.0));
c_63.xyz = tmpvar_68.xyz.xyz;
float tmpvar_69;
tmpvar_69 = s_60.Alpha;
c_63.w = vec4(tmpvar_69).w;
return c_63;
}
vec4 frag_surf (
in v2f_surf IN_70
)
{
vec4 c_71;
vec3 lightDir_72;
SurfaceOutput o_73;
Input surfIN_74;
vec2 tmpvar_75;
tmpvar_75 = IN_70.hip_pack0.xy;
surfIN_74.uv_BumpMap = tmpvar_75;
vec3 tmpvar_76;
tmpvar_76 = vec3(0.0, 0.0, 0.0);
o_73.Albedo = tmpvar_76;
vec3 tmpvar_77;
tmpvar_77 = vec3(0.0, 0.0, 0.0);
o_73.Emission = tmpvar_77;
float tmpvar_78;
tmpvar_78 = 0.0;
o_73.Specular = tmpvar_78;
float tmpvar_79;
tmpvar_79 = 0.0;
o_73.Alpha = tmpvar_79;
float tmpvar_80;
tmpvar_80 = 0.0;
o_73.Gloss = tmpvar_80;
surf (surfIN_74, o_73);
vec3 tmpvar_81;
tmpvar_81 = IN_70.lightDir;
lightDir_72 = tmpvar_81;
vec3 tmpvar_82;
tmpvar_82 = normalize (lightDir_72);
vec3 tmpvar_83;
tmpvar_83 = tmpvar_82;
lightDir_72 = tmpvar_83;
float tmpvar_84;
tmpvar_84 = UnitySpotCookie (IN_70._LightCoord);
float tmpvar_85;
tmpvar_85 = UnitySpotAttenuate (IN_70._LightCoord.xyz);
vec4 tmpvar_86;
tmpvar_86 = LightingLambert (o_73, lightDir_72, ((float((IN_70._LightCoord.z > 0.0)) * tmpvar_84) * tmpvar_85));
vec4 tmpvar_87;
tmpvar_87 = tmpvar_86;
c_71 = tmpvar_87;
float tmpvar_88;
tmpvar_88 = 0.0;
c_71.w = vec4(tmpvar_88).w;
return c_71;
}
void main ()
{
v2f_surf xlt_IN_89;
vec4 xl_retval_90;
vec4 tmpvar_91;
tmpvar_91 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_89.pos = tmpvar_91;
float tmpvar_92;
tmpvar_92 = xlv_FOG.x;
xlt_IN_89.fog = tmpvar_92;
vec2 tmpvar_93;
tmpvar_93 = gl_TexCoord[0].xy;
vec2 tmpvar_94;
tmpvar_94 = tmpvar_93;
xlt_IN_89.hip_pack0 = tmpvar_94;
vec3 tmpvar_95;
tmpvar_95 = gl_TexCoord[1].xyz;
vec3 tmpvar_96;
tmpvar_96 = tmpvar_95;
xlt_IN_89.lightDir = tmpvar_96;
vec4 tmpvar_97;
tmpvar_97 = gl_TexCoord[2].xyzw;
vec4 tmpvar_98;
tmpvar_98 = tmpvar_97;
xlt_IN_89._LightCoord = tmpvar_98;
vec4 tmpvar_99;
tmpvar_99 = frag_surf (xlt_IN_89);
vec4 tmpvar_100;
tmpvar_100 = tmpvar_99;
xl_retval_90 = tmpvar_100;
vec4 tmpvar_101;
tmpvar_101 = xl_retval_90.xyzw;
vec4 tmpvar_102;
tmpvar_102 = tmpvar_101;
gl_FragData[0] = tmpvar_102;
}