bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Tree_Optimized_Bark_Shader1-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;
};
uniform sampler2D _BumpSpecMap;
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uniform sampler2D _MainTex;
uniform sampler2D _TranslucencyMap;
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vec4 UnpackNormal (
in vec4 packednormal_1
)
{
vec4 normal_2;
vec2 tmpvar_3;
tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
normal_2.xy = tmpvar_3.xy.xy;
float tmpvar_4;
tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
float tmpvar_5;
tmpvar_5 = tmpvar_4;
normal_2.z = vec3(tmpvar_5).z;
return normal_2;
}
void surf (
in Input IN_6,
inout SurfaceOutput o_7
)
{
vec4 norspc_8;
vec4 trngls_9;
vec4 c_10;
vec4 tmpvar_11;
tmpvar_11 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
c_10 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = (c_10.xyz * IN_6.color.xyz);
o_7.Albedo = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_TranslucencyMap, IN_6.uv_MainTex);
vec4 tmpvar_15;
tmpvar_15 = tmpvar_14;
trngls_9 = tmpvar_15;
float tmpvar_16;
tmpvar_16 = trngls_9.w;
o_7.Gloss = tmpvar_16;
float tmpvar_17;
tmpvar_17 = IN_6.color.w;
o_7.Alpha = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18 = texture2D (_BumpSpecMap, IN_6.uv_MainTex);
vec4 tmpvar_19;
tmpvar_19 = tmpvar_18;
norspc_8 = tmpvar_19;
float tmpvar_20;
tmpvar_20 = norspc_8.x;
o_7.Specular = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21 = UnpackNormal (norspc_8);
vec3 tmpvar_22;
tmpvar_22 = tmpvar_21.xyz;
vec3 tmpvar_23;
tmpvar_23 = tmpvar_22;
o_7.Normal = tmpvar_23;
}
vec4 frag_surf (
in v2f_surf IN_24
)
{
Input surfIN_25;
SurfaceOutput o_26;
vec3 tmpvar_27;
tmpvar_27 = vec3(0.0, 0.0, 0.0);
o_26.Albedo = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = vec3(0.0, 0.0, 0.0);
o_26.Emission = tmpvar_28;
float tmpvar_29;
tmpvar_29 = 0.0;
o_26.Specular = tmpvar_29;
float tmpvar_30;
tmpvar_30 = 0.0;
o_26.Alpha = tmpvar_30;
float tmpvar_31;
tmpvar_31 = 0.0;
o_26.Gloss = tmpvar_31;
surf (surfIN_25, o_26);
return vec4(0.0, 0.0, 0.0, 0.0);
}
void main ()
{
v2f_surf xlt_IN_32;
vec4 xl_retval_33;
vec4 tmpvar_34;
tmpvar_34 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_32.pos = tmpvar_34;
vec4 tmpvar_35;
tmpvar_35 = frag_surf (xlt_IN_32);
vec4 tmpvar_36;
tmpvar_36 = tmpvar_35;
xl_retval_33 = tmpvar_36;
vec4 tmpvar_37;
tmpvar_37 = xl_retval_33.xyzw;
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
gl_FragData[0] = tmpvar_38;
}