bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Diffuse-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;
vec3 worldRefl;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform samplerCube _Cube;
uniform vec4 _Color;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 reflcol_3;
vec4 c_4;
vec4 tex_5;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
tex_5 = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (tex_5 * _Color);
c_4 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = c_4.xyz;
o_2.Albedo = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = textureCube (_Cube, IN_1.worldRefl);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
reflcol_3 = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = (reflcol_3 * tex_5.w);
reflcol_3 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = (reflcol_3.xyz * _ReflectColor.xyz);
o_2.Emission = tmpvar_13;
float tmpvar_14;
tmpvar_14 = (reflcol_3.w * _ReflectColor.w);
o_2.Alpha = tmpvar_14;
}
float UnitySpotCookie (
in vec4 LightCoord_15
)
{
vec4 tmpvar_16;
tmpvar_16 = texture2D (_LightTexture0, ((LightCoord_15.xy / LightCoord_15.w) + 0.5));
return tmpvar_16.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_17
)
{
float tmpvar_18;
tmpvar_18 = dot (LightCoord_17, LightCoord_17);
vec2 tmpvar_19;
tmpvar_19 = vec2(tmpvar_18);
vec2 tmpvar_20;
tmpvar_20 = tmpvar_19.xy;
vec4 tmpvar_21;
tmpvar_21 = texture2D (_LightTextureB0, tmpvar_20);
return tmpvar_21.w;
}
vec4 LightingLambert (
in SurfaceOutput s_22,
in vec3 lightDir_23,
in float atten_24
)
{
vec4 c_25;
float diff_26;
float tmpvar_27;
tmpvar_27 = dot (s_22.Normal, lightDir_23);
float tmpvar_28;
tmpvar_28 = max (0.0, tmpvar_27);
float tmpvar_29;
tmpvar_29 = tmpvar_28;
diff_26 = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = ((s_22.Albedo * _LightColor0.xyz) * ((diff_26 * atten_24) * 2.0));
c_25.xyz = tmpvar_30.xyz.xyz;
float tmpvar_31;
tmpvar_31 = s_22.Alpha;
c_25.w = vec4(tmpvar_31).w;
return c_25;
}
vec4 frag_surf (
in v2f_surf IN_32
)
{
vec4 c_33;
vec3 lightDir_34;
SurfaceOutput o_35;
Input surfIN_36;
vec2 tmpvar_37;
tmpvar_37 = IN_32.hip_pack0.xy;
surfIN_36.uv_MainTex = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = vec3(0.0, 0.0, 0.0);
o_35.Albedo = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = vec3(0.0, 0.0, 0.0);
o_35.Emission = tmpvar_39;
float tmpvar_40;
tmpvar_40 = 0.0;
o_35.Specular = tmpvar_40;
float tmpvar_41;
tmpvar_41 = 0.0;
o_35.Alpha = tmpvar_41;
float tmpvar_42;
tmpvar_42 = 0.0;
o_35.Gloss = tmpvar_42;
vec3 tmpvar_43;
tmpvar_43 = IN_32.normal;
o_35.Normal = tmpvar_43;
surf (surfIN_36, o_35);
vec3 tmpvar_44;
tmpvar_44 = IN_32.lightDir;
lightDir_34 = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = normalize (lightDir_34);
vec3 tmpvar_46;
tmpvar_46 = tmpvar_45;
lightDir_34 = tmpvar_46;
float tmpvar_47;
tmpvar_47 = UnitySpotCookie (IN_32._LightCoord);
float tmpvar_48;
tmpvar_48 = UnitySpotAttenuate (IN_32._LightCoord.xyz);
vec4 tmpvar_49;
tmpvar_49 = LightingLambert (o_35, lightDir_34, ((float((IN_32._LightCoord.z > 0.0)) * tmpvar_47) * tmpvar_48));
vec4 tmpvar_50;
tmpvar_50 = tmpvar_49;
c_33 = tmpvar_50;
float tmpvar_51;
tmpvar_51 = 0.0;
c_33.w = vec4(tmpvar_51).w;
return c_33;
}
void main ()
{
v2f_surf xlt_IN_52;
vec4 xl_retval_53;
vec4 tmpvar_54;
tmpvar_54 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_52.pos = tmpvar_54;
float tmpvar_55;
tmpvar_55 = xlv_FOG.x;
xlt_IN_52.fog = tmpvar_55;
vec2 tmpvar_56;
tmpvar_56 = gl_TexCoord[0].xy;
vec2 tmpvar_57;
tmpvar_57 = tmpvar_56;
xlt_IN_52.hip_pack0 = tmpvar_57;
vec3 tmpvar_58;
tmpvar_58 = gl_TexCoord[1].xyz;
vec3 tmpvar_59;
tmpvar_59 = tmpvar_58;
xlt_IN_52.normal = tmpvar_59;
vec3 tmpvar_60;
tmpvar_60 = gl_TexCoord[2].xyz;
vec3 tmpvar_61;
tmpvar_61 = tmpvar_60;
xlt_IN_52.lightDir = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = gl_TexCoord[3].xyzw;
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlt_IN_52._LightCoord = tmpvar_63;
vec4 tmpvar_64;
tmpvar_64 = frag_surf (xlt_IN_52);
vec4 tmpvar_65;
tmpvar_65 = tmpvar_64;
xl_retval_53 = tmpvar_65;
vec4 tmpvar_66;
tmpvar_66 = xl_retval_53.xyzw;
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
gl_FragData[0] = tmpvar_67;
}