bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass1-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;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 normal;
vec3 lightDir;
vec3 _LightCoord;
};
uniform float _Cutoff;
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uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
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void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
void surf (
in Input IN_2,
inout SurfaceOutput o_3
)
{
vec4 c_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_5 * IN_2.color);
c_4 = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = c_4.xyz;
o_3.Albedo = tmpvar_7;
float tmpvar_8;
tmpvar_8 = c_4.w;
o_3.Alpha = tmpvar_8;
}
vec4 LightingLambert (
in SurfaceOutput s_9,
in vec3 lightDir_10,
in float atten_11
)
{
vec4 c_12;
float diff_13;
float tmpvar_14;
tmpvar_14 = dot (s_9.Normal, lightDir_10);
float tmpvar_15;
tmpvar_15 = max (0.0, tmpvar_14);
float tmpvar_16;
tmpvar_16 = tmpvar_15;
diff_13 = tmpvar_16;
vec3 tmpvar_17;
tmpvar_17 = ((s_9.Albedo * _LightColor0.xyz) * ((diff_13 * atten_11) * 2.0));
c_12.xyz = tmpvar_17.xyz.xyz;
float tmpvar_18;
tmpvar_18 = s_9.Alpha;
c_12.w = vec4(tmpvar_18).w;
return c_12;
}
vec4 frag_surf (
in v2f_surf IN_19
)
{
vec4 c_20;
vec3 lightDir_21;
SurfaceOutput o_22;
Input surfIN_23;
vec2 tmpvar_24;
tmpvar_24 = IN_19.hip_pack0.xy;
surfIN_23.uv_MainTex = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25 = IN_19.lop_color;
surfIN_23.color = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = vec3(0.0, 0.0, 0.0);
o_22.Albedo = tmpvar_26;
vec3 tmpvar_27;
tmpvar_27 = vec3(0.0, 0.0, 0.0);
o_22.Emission = tmpvar_27;
float tmpvar_28;
tmpvar_28 = 0.0;
o_22.Specular = tmpvar_28;
float tmpvar_29;
tmpvar_29 = 0.0;
o_22.Alpha = tmpvar_29;
float tmpvar_30;
tmpvar_30 = 0.0;
o_22.Gloss = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = IN_19.normal;
o_22.Normal = tmpvar_31;
surf (surfIN_23, o_22);
xll_clip ((o_22.Alpha - _Cutoff));
vec3 tmpvar_32;
tmpvar_32 = IN_19.lightDir;
lightDir_21 = tmpvar_32;
vec3 tmpvar_33;
tmpvar_33 = normalize (lightDir_21);
vec3 tmpvar_34;
tmpvar_34 = tmpvar_33;
lightDir_21 = tmpvar_34;
float tmpvar_35;
tmpvar_35 = dot (IN_19._LightCoord, IN_19._LightCoord);
vec2 tmpvar_36;
tmpvar_36 = vec2(tmpvar_35);
vec2 tmpvar_37;
tmpvar_37 = tmpvar_36.xy;
vec4 tmpvar_38;
tmpvar_38 = texture2D (_LightTextureB0, tmpvar_37);
vec4 tmpvar_39;
tmpvar_39 = textureCube (_LightTexture0, IN_19._LightCoord);
vec4 tmpvar_40;
tmpvar_40 = LightingLambert (o_22, lightDir_21, (tmpvar_38.w * tmpvar_39.w));
vec4 tmpvar_41;
tmpvar_41 = tmpvar_40;
c_20 = tmpvar_41;
float tmpvar_42;
tmpvar_42 = o_22.Alpha;
c_20.w = vec4(tmpvar_42).w;
return c_20;
}
void main ()
{
v2f_surf xlt_IN_43;
vec4 xl_retval_44;
vec4 tmpvar_45;
tmpvar_45 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_43.pos = tmpvar_45;
float tmpvar_46;
tmpvar_46 = xlv_FOG.x;
xlt_IN_43.fog = tmpvar_46;
vec2 tmpvar_47;
tmpvar_47 = gl_TexCoord[0].xy;
vec2 tmpvar_48;
tmpvar_48 = tmpvar_47;
xlt_IN_43.hip_pack0 = tmpvar_48;
vec4 tmpvar_49;
tmpvar_49 = gl_Color.xyzw;
vec4 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_43.lop_color = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = gl_TexCoord[1].xyz;
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_43.normal = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = gl_TexCoord[2].xyz;
vec3 tmpvar_54;
tmpvar_54 = tmpvar_53;
xlt_IN_43.lightDir = tmpvar_54;
vec3 tmpvar_55;
tmpvar_55 = gl_TexCoord[3].xyz;
vec3 tmpvar_56;
tmpvar_56 = tmpvar_55;
xlt_IN_43._LightCoord = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = frag_surf (xlt_IN_43);
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
xl_retval_44 = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = xl_retval_44.xyzw;
vec4 tmpvar_60;
tmpvar_60 = tmpvar_59;
gl_FragData[0] = tmpvar_60;
}