bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Bumped_Specular-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 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec3 vlight;
vec4 _ShadowCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
float unitySampleShadow (
in vec4 shadowCoord_1
)
{
float shadow_2;
vec4 tmpvar_3;
tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1);
float tmpvar_4;
tmpvar_4 = tmpvar_3.x;
shadow_2 = tmpvar_4;
return shadow_2;
}
vec4 UnpackNormal (
in vec4 packednormal_5
)
{
vec4 normal_6;
vec2 tmpvar_7;
tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0);
normal_6.xy = tmpvar_7.xy.xy;
float tmpvar_8;
tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
float tmpvar_9;
tmpvar_9 = tmpvar_8;
normal_6.z = vec3(tmpvar_9).z;
return normal_6;
}
void surf (
in Input IN_10,
inout SurfaceOutput o_11
)
{
vec4 tex_12;
vec4 tmpvar_13;
tmpvar_13 = texture2D (_MainTex, IN_10.uv_MainTex);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
tex_12 = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (tex_12.xyz * _Color.xyz);
o_11.Albedo = tmpvar_15;
float tmpvar_16;
tmpvar_16 = tex_12.w;
o_11.Gloss = tmpvar_16;
float tmpvar_17;
tmpvar_17 = (tex_12.w * _Color.w);
o_11.Alpha = tmpvar_17;
float tmpvar_18;
tmpvar_18 = _Shininess;
o_11.Specular = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19 = texture2D (_BumpMap, IN_10.uv_BumpMap);
vec4 tmpvar_20;
tmpvar_20 = UnpackNormal (tmpvar_19);
vec3 tmpvar_21;
tmpvar_21 = tmpvar_20.xyz;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_21;
o_11.Normal = tmpvar_22;
}
vec4 LightingBlinnPhong (
in SurfaceOutput s_23,
in vec3 lightDir_24,
in vec3 viewDir_25,
in float atten_26
)
{
vec4 c_27;
float spec_28;
float nh_29;
float diff_30;
vec3 h_31;
vec3 tmpvar_32;
tmpvar_32 = normalize ((lightDir_24 + viewDir_25));
vec3 tmpvar_33;
tmpvar_33 = tmpvar_32;
h_31 = tmpvar_33;
float tmpvar_34;
tmpvar_34 = dot (s_23.Normal, lightDir_24);
float tmpvar_35;
tmpvar_35 = max (0.0, tmpvar_34);
float tmpvar_36;
tmpvar_36 = tmpvar_35;
diff_30 = tmpvar_36;
float tmpvar_37;
tmpvar_37 = dot (s_23.Normal, h_31);
float tmpvar_38;
tmpvar_38 = max (0.0, tmpvar_37);
float tmpvar_39;
tmpvar_39 = tmpvar_38;
nh_29 = tmpvar_39;
float tmpvar_40;
tmpvar_40 = pow (nh_29, (s_23.Specular * 128.0));
float tmpvar_41;
tmpvar_41 = (tmpvar_40 * s_23.Gloss);
spec_28 = tmpvar_41;
vec3 tmpvar_42;
tmpvar_42 = ((((s_23.Albedo * _LightColor0.xyz) * diff_30) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_28)) * (atten_26 * 2.0));
c_27.xyz = tmpvar_42.xyz.xyz;
float tmpvar_43;
tmpvar_43 = (s_23.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_28) * atten_26));
c_27.w = vec4(tmpvar_43).w;
return c_27;
}
vec4 frag_surf (
in v2f_surf IN_44
)
{
vec4 c_45;
float atten_46;
SurfaceOutput o_47;
Input surfIN_48;
vec2 tmpvar_49;
tmpvar_49 = IN_44.hip_pack0.xy;
surfIN_48.uv_MainTex = tmpvar_49;
vec2 tmpvar_50;
tmpvar_50 = IN_44.hip_pack0.zw;
surfIN_48.uv_BumpMap = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = vec3(0.0, 0.0, 0.0);
o_47.Albedo = tmpvar_51;
vec3 tmpvar_52;
tmpvar_52 = vec3(0.0, 0.0, 0.0);
o_47.Emission = tmpvar_52;
float tmpvar_53;
tmpvar_53 = 0.0;
o_47.Specular = tmpvar_53;
float tmpvar_54;
tmpvar_54 = 0.0;
o_47.Alpha = tmpvar_54;
float tmpvar_55;
tmpvar_55 = 0.0;
o_47.Gloss = tmpvar_55;
surf (surfIN_48, o_47);
float tmpvar_56;
tmpvar_56 = unitySampleShadow (IN_44._ShadowCoord);
float tmpvar_57;
tmpvar_57 = tmpvar_56;
atten_46 = tmpvar_57;
vec3 tmpvar_58;
tmpvar_58 = IN_44.viewDir.xyz;
vec3 tmpvar_59;
tmpvar_59 = normalize (tmpvar_58);
vec4 tmpvar_60;
tmpvar_60 = LightingBlinnPhong (o_47, IN_44.lightDir, tmpvar_59, atten_46);
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
c_45 = tmpvar_61;
vec3 tmpvar_62;
tmpvar_62 = (c_45.xyz + (o_47.Albedo * IN_44.vlight));
c_45.xyz = tmpvar_62.xyz.xyz;
return c_45;
}
void main ()
{
v2f_surf xlt_IN_63;
vec4 xl_retval_64;
vec4 tmpvar_65;
tmpvar_65 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_63.pos = tmpvar_65;
float tmpvar_66;
tmpvar_66 = xlv_FOG.x;
xlt_IN_63.fog = tmpvar_66;
vec4 tmpvar_67;
tmpvar_67 = gl_TexCoord[0].xyzw;
vec4 tmpvar_68;
tmpvar_68 = tmpvar_67;
xlt_IN_63.hip_pack0 = tmpvar_68;
vec3 tmpvar_69;
tmpvar_69 = gl_TexCoord[1].xyz;
vec3 tmpvar_70;
tmpvar_70 = tmpvar_69;
xlt_IN_63.viewDir = tmpvar_70;
vec3 tmpvar_71;
tmpvar_71 = gl_TexCoord[2].xyz;
vec3 tmpvar_72;
tmpvar_72 = tmpvar_71;
xlt_IN_63.lightDir = tmpvar_72;
vec3 tmpvar_73;
tmpvar_73 = gl_TexCoord[3].xyz;
vec3 tmpvar_74;
tmpvar_74 = tmpvar_73;
xlt_IN_63.vlight = tmpvar_74;
vec4 tmpvar_75;
tmpvar_75 = gl_TexCoord[4].xyzw;
vec4 tmpvar_76;
tmpvar_76 = tmpvar_75;
xlt_IN_63._ShadowCoord = tmpvar_76;
vec4 tmpvar_77;
tmpvar_77 = frag_surf (xlt_IN_63);
vec4 tmpvar_78;
tmpvar_78 = tmpvar_77;
xl_retval_64 = tmpvar_78;
vec4 tmpvar_79;
tmpvar_79 = xl_retval_64.xyzw;
vec4 tmpvar_80;
tmpvar_80 = tmpvar_79;
gl_FragData[0] = tmpvar_80;
}