bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_2UV1-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 uv2_Detail;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Detail;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_4;
tmpvar_4 = texture2D (_Detail, IN_1.uv2_Detail);
vec3 tmpvar_5;
tmpvar_5 = ((tmpvar_3.xyz * tmpvar_4.xyz) * 2.0);
o_2.Albedo = tmpvar_5;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_6,
in vec4 light_7
)
{
vec4 c_8;
vec3 tmpvar_9;
tmpvar_9 = (s_6.Albedo * light_7.xyz);
c_8.xyz = tmpvar_9.xyz.xyz;
float tmpvar_10;
tmpvar_10 = s_6.Alpha;
c_8.w = vec4(tmpvar_10).w;
return c_8;
}
vec4 frag_surf (
in v2f_surf IN_11
)
{
vec4 col_12;
vec4 light_13;
SurfaceOutput o_14;
Input surfIN_15;
vec2 tmpvar_16;
tmpvar_16 = IN_11.hip_pack0.xy;
surfIN_15.uv_MainTex = tmpvar_16;
vec2 tmpvar_17;
tmpvar_17 = IN_11.hip_pack0.zw;
surfIN_15.uv2_Detail = tmpvar_17;
vec3 tmpvar_18;
tmpvar_18 = vec3(0.0, 0.0, 0.0);
o_14.Albedo = tmpvar_18;
vec3 tmpvar_19;
tmpvar_19 = vec3(0.0, 0.0, 0.0);
o_14.Emission = tmpvar_19;
float tmpvar_20;
tmpvar_20 = 0.0;
o_14.Specular = tmpvar_20;
float tmpvar_21;
tmpvar_21 = 0.0;
o_14.Alpha = tmpvar_21;
float tmpvar_22;
tmpvar_22 = 0.0;
o_14.Gloss = tmpvar_22;
surf (surfIN_15, o_14);
vec4 tmpvar_23;
tmpvar_23 = texture2DProj (_LightBuffer, IN_11.hip_screen);
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
light_13 = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25 = log2 (light_13);
vec4 tmpvar_26;
tmpvar_26 = -(tmpvar_25);
light_13 = tmpvar_26;
vec3 tmpvar_27;
tmpvar_27 = (light_13.xyz + unity_Ambient.xyz);
light_13.xyz = tmpvar_27.xyz.xyz;
vec4 tmpvar_28;
tmpvar_28 = LightingLambert_PrePass (o_14, light_13);
vec4 tmpvar_29;
tmpvar_29 = tmpvar_28;
col_12 = tmpvar_29;
return col_12;
}
void main ()
{
v2f_surf xlt_IN_30;
vec4 xl_retval_31;
vec4 tmpvar_32;
tmpvar_32 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_30.pos = tmpvar_32;
float tmpvar_33;
tmpvar_33 = xlv_FOG.x;
xlt_IN_30.fog = tmpvar_33;
vec4 tmpvar_34;
tmpvar_34 = gl_TexCoord[0].xyzw;
vec4 tmpvar_35;
tmpvar_35 = tmpvar_34;
xlt_IN_30.hip_pack0 = tmpvar_35;
vec4 tmpvar_36;
tmpvar_36 = gl_TexCoord[1].xyzw;
vec4 tmpvar_37;
tmpvar_37 = tmpvar_36;
xlt_IN_30.hip_screen = tmpvar_37;
vec4 tmpvar_38;
tmpvar_38 = frag_surf (xlt_IN_30);
vec4 tmpvar_39;
tmpvar_39 = tmpvar_38;
xl_retval_31 = tmpvar_39;
vec4 tmpvar_40;
tmpvar_40 = xl_retval_31.xyzw;
vec4 tmpvar_41;
tmpvar_41 = tmpvar_40;
gl_FragData[0] = tmpvar_41;
}