bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Parallax_Specular-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;
vec2 uv_BumpMap;
vec2 uv_Illum;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec3 _LightCoord;
};
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform sampler2D _Illum;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform float _Shininess;
uniform vec4 _SpecColor;
varying vec4 xlv_FOG;
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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;
}
vec2 ParallaxOffset (
in float h_6,
in float height_7,
in vec3 viewDir_8
)
{
vec3 v_9;
float tmpvar_10;
tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
h_6 = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = normalize (viewDir_8);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
v_9 = tmpvar_12;
float tmpvar_13;
tmpvar_13 = (v_9.z + 0.42);
v_9.z = vec3(tmpvar_13).z;
return (h_6 * (v_9.xy / v_9.z));
}
void surf (
in Input IN_14,
inout SurfaceOutput o_15
)
{
vec4 c_16;
vec4 tex_17;
vec2 offset_18;
float h_19;
vec4 tmpvar_20;
tmpvar_20 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
float tmpvar_21;
tmpvar_21 = tmpvar_20.w;
h_19 = tmpvar_21;
vec2 tmpvar_22;
tmpvar_22 = ParallaxOffset (h_19, _Parallax, IN_14.viewDir);
vec2 tmpvar_23;
tmpvar_23 = tmpvar_22;
offset_18 = tmpvar_23;
vec2 tmpvar_24;
tmpvar_24 = (IN_14.uv_MainTex + offset_18);
IN_14.uv_MainTex = tmpvar_24;
vec2 tmpvar_25;
tmpvar_25 = (IN_14.uv_BumpMap + offset_18);
IN_14.uv_BumpMap = tmpvar_25;
vec2 tmpvar_26;
tmpvar_26 = (IN_14.uv_Illum + offset_18);
IN_14.uv_Illum = tmpvar_26;
vec4 tmpvar_27;
tmpvar_27 = texture2D (_MainTex, IN_14.uv_MainTex);
vec4 tmpvar_28;
tmpvar_28 = tmpvar_27;
tex_17 = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = (tex_17 * _Color);
c_16 = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = c_16.xyz;
o_15.Albedo = tmpvar_30;
float tmpvar_31;
tmpvar_31 = tex_17.w;
o_15.Gloss = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = texture2D (_Illum, IN_14.uv_Illum);
vec3 tmpvar_33;
tmpvar_33 = (c_16.xyz * tmpvar_32.w);
o_15.Emission = tmpvar_33;
float tmpvar_34;
tmpvar_34 = _Shininess;
o_15.Specular = tmpvar_34;
float tmpvar_35;
tmpvar_35 = c_16.w;
o_15.Alpha = tmpvar_35;
vec4 tmpvar_36;
tmpvar_36 = texture2D (_BumpMap, IN_14.uv_BumpMap);
vec4 tmpvar_37;
tmpvar_37 = UnpackNormal (tmpvar_36);
vec3 tmpvar_38;
tmpvar_38 = tmpvar_37.xyz;
vec3 tmpvar_39;
tmpvar_39 = tmpvar_38;
o_15.Normal = tmpvar_39;
}
vec4 LightingBlinnPhong (
in SurfaceOutput s_40,
in vec3 lightDir_41,
in vec3 viewDir_42,
in float atten_43
)
{
vec4 c_44;
float spec_45;
float nh_46;
float diff_47;
vec3 h_48;
vec3 tmpvar_49;
tmpvar_49 = normalize ((lightDir_41 + viewDir_42));
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
h_48 = tmpvar_50;
float tmpvar_51;
tmpvar_51 = dot (s_40.Normal, lightDir_41);
float tmpvar_52;
tmpvar_52 = max (0.0, tmpvar_51);
float tmpvar_53;
tmpvar_53 = tmpvar_52;
diff_47 = tmpvar_53;
float tmpvar_54;
tmpvar_54 = dot (s_40.Normal, h_48);
float tmpvar_55;
tmpvar_55 = max (0.0, tmpvar_54);
float tmpvar_56;
tmpvar_56 = tmpvar_55;
nh_46 = tmpvar_56;
float tmpvar_57;
tmpvar_57 = pow (nh_46, (s_40.Specular * 128.0));
float tmpvar_58;
tmpvar_58 = (tmpvar_57 * s_40.Gloss);
spec_45 = tmpvar_58;
vec3 tmpvar_59;
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tmpvar_59 = (((
(s_40.Albedo * _LightColor0.xyz)
* diff_47) + (
(_LightColor0.xyz * _SpecColor.xyz)
* spec_45)) * (atten_43 * 2.0));
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c_44.xyz = tmpvar_59.xyz.xyz;
float tmpvar_60;
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tmpvar_60 = (s_40.Alpha + ((
(_LightColor0.w * _SpecColor.w)
* spec_45) * atten_43));
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c_44.w = vec4(tmpvar_60).w;
return c_44;
}
vec4 frag_surf (
in v2f_surf IN_61
)
{
vec4 c_62;
vec3 lightDir_63;
SurfaceOutput o_64;
Input surfIN_65;
vec2 tmpvar_66;
tmpvar_66 = IN_61.hip_pack0.xy;
surfIN_65.uv_MainTex = tmpvar_66;
vec2 tmpvar_67;
tmpvar_67 = IN_61.hip_pack0.zw;
surfIN_65.uv_BumpMap = tmpvar_67;
vec3 tmpvar_68;
tmpvar_68 = IN_61.viewDir;
surfIN_65.viewDir = tmpvar_68;
vec3 tmpvar_69;
tmpvar_69 = vec3(0.0, 0.0, 0.0);
o_64.Albedo = tmpvar_69;
vec3 tmpvar_70;
tmpvar_70 = vec3(0.0, 0.0, 0.0);
o_64.Emission = tmpvar_70;
float tmpvar_71;
tmpvar_71 = 0.0;
o_64.Specular = tmpvar_71;
float tmpvar_72;
tmpvar_72 = 0.0;
o_64.Alpha = tmpvar_72;
float tmpvar_73;
tmpvar_73 = 0.0;
o_64.Gloss = tmpvar_73;
surf (surfIN_65, o_64);
vec3 tmpvar_74;
tmpvar_74 = IN_61.lightDir;
lightDir_63 = tmpvar_74;
vec3 tmpvar_75;
tmpvar_75 = normalize (lightDir_63);
vec3 tmpvar_76;
tmpvar_76 = tmpvar_75;
lightDir_63 = tmpvar_76;
vec3 tmpvar_77;
tmpvar_77 = IN_61.viewDir.xyz;
vec3 tmpvar_78;
tmpvar_78 = normalize (tmpvar_77);
float tmpvar_79;
tmpvar_79 = dot (IN_61._LightCoord, IN_61._LightCoord);
vec2 tmpvar_80;
tmpvar_80 = vec2(tmpvar_79);
vec2 tmpvar_81;
tmpvar_81 = tmpvar_80.xy;
vec4 tmpvar_82;
tmpvar_82 = texture2D (_LightTexture0, tmpvar_81);
vec4 tmpvar_83;
tmpvar_83 = LightingBlinnPhong (o_64, lightDir_63, tmpvar_78, tmpvar_82.w);
vec4 tmpvar_84;
tmpvar_84 = tmpvar_83;
c_62 = tmpvar_84;
float tmpvar_85;
tmpvar_85 = 0.0;
c_62.w = vec4(tmpvar_85).w;
return c_62;
}
void main ()
{
v2f_surf xlt_IN_86;
vec4 xl_retval_87;
vec4 tmpvar_88;
tmpvar_88 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_86.pos = tmpvar_88;
float tmpvar_89;
tmpvar_89 = xlv_FOG.x;
xlt_IN_86.fog = tmpvar_89;
vec4 tmpvar_90;
tmpvar_90 = gl_TexCoord[0].xyzw;
vec4 tmpvar_91;
tmpvar_91 = tmpvar_90;
xlt_IN_86.hip_pack0 = tmpvar_91;
vec3 tmpvar_92;
tmpvar_92 = gl_TexCoord[1].xyz;
vec3 tmpvar_93;
tmpvar_93 = tmpvar_92;
xlt_IN_86.viewDir = tmpvar_93;
vec3 tmpvar_94;
tmpvar_94 = gl_TexCoord[2].xyz;
vec3 tmpvar_95;
tmpvar_95 = tmpvar_94;
xlt_IN_86.lightDir = tmpvar_95;
vec3 tmpvar_96;
tmpvar_96 = gl_TexCoord[3].xyz;
vec3 tmpvar_97;
tmpvar_97 = tmpvar_96;
xlt_IN_86._LightCoord = tmpvar_97;
vec4 tmpvar_98;
tmpvar_98 = frag_surf (xlt_IN_86);
vec4 tmpvar_99;
tmpvar_99 = tmpvar_98;
xl_retval_87 = tmpvar_99;
vec4 tmpvar_100;
tmpvar_100 = xl_retval_87.xyzw;
vec4 tmpvar_101;
tmpvar_101 = tmpvar_100;
gl_FragData[0] = tmpvar_101;
}