bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Bumped_Specular2-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;
vec2 hip_pack0;
vec4 hip_screen;
vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec2 xll_saturate (
in vec2 x_3
)
{
vec2 tmpvar_4;
tmpvar_4 = clamp (x_3, 0.0, 1.0);
return tmpvar_4;
}
vec3 xll_saturate (
in vec3 x_5
)
{
vec3 tmpvar_6;
tmpvar_6 = clamp (x_5, 0.0, 1.0);
return tmpvar_6;
}
vec4 xll_saturate (
in vec4 x_7
)
{
vec4 tmpvar_8;
tmpvar_8 = clamp (x_7, 0.0, 1.0);
return tmpvar_8;
}
mat2 xll_saturate (
in mat2 m_9
)
{
vec2 tmpvar_10;
tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
vec2 tmpvar_11;
tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
mat2 tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_10;
tmpvar_12[0] = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_12[1] = tmpvar_14;
return tmpvar_12;
}
mat3 xll_saturate (
in mat3 m_15
)
{
vec3 tmpvar_16;
tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
vec3 tmpvar_17;
tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
mat3 tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_16;
tmpvar_19[0] = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_19[1] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_19[2] = tmpvar_22;
return tmpvar_19;
}
mat4 xll_saturate (
in mat4 m_23
)
{
vec4 tmpvar_24;
tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
vec4 tmpvar_25;
tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
mat4 tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_24;
tmpvar_28[0] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_28[1] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_28[2] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_28[3] = tmpvar_32;
return tmpvar_28;
}
vec4 UnpackNormal (
in vec4 packednormal_33
)
{
vec4 normal_34;
vec2 tmpvar_35;
tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0);
normal_34.xy = tmpvar_35.xy.xy;
float tmpvar_36;
tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y)));
float tmpvar_37;
tmpvar_37 = tmpvar_36;
normal_34.z = vec3(tmpvar_37).z;
return normal_34;
}
void surf (
in Input IN_38,
inout SurfaceOutput o_39
)
{
vec4 tex_40;
vec4 tmpvar_41;
tmpvar_41 = texture2D (_MainTex, IN_38.uv_MainTex);
vec4 tmpvar_42;
tmpvar_42 = tmpvar_41;
tex_40 = tmpvar_42;
vec3 tmpvar_43;
tmpvar_43 = (tex_40.xyz * _Color.xyz);
o_39.Albedo = tmpvar_43;
float tmpvar_44;
tmpvar_44 = tex_40.w;
o_39.Gloss = tmpvar_44;
float tmpvar_45;
tmpvar_45 = (tex_40.w * _Color.w);
o_39.Alpha = tmpvar_45;
float tmpvar_46;
tmpvar_46 = _Shininess;
o_39.Specular = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = texture2D (_BumpMap, IN_38.uv_BumpMap);
vec4 tmpvar_48;
tmpvar_48 = UnpackNormal (tmpvar_47);
vec3 tmpvar_49;
tmpvar_49 = tmpvar_48.xyz;
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
o_39.Normal = tmpvar_50;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s_51,
in vec4 light_52
)
{
vec4 c_53;
float spec_54;
float tmpvar_55;
tmpvar_55 = (light_52.w * s_51.Gloss);
spec_54 = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = ((s_51.Albedo * light_52.xyz) + ((light_52.xyz * _SpecColor.xyz) * spec_54));
c_53.xyz = tmpvar_56.xyz.xyz;
float tmpvar_57;
tmpvar_57 = (s_51.Alpha + (spec_54 * _SpecColor.w));
c_53.w = vec4(tmpvar_57).w;
return c_53;
}
vec3 DecodeLightmap (
in vec4 color_58
)
{
return (2.0 * color_58.xyz);
}
vec4 frag_surf (
in v2f_surf IN_59
)
{
vec4 col_60;
vec3 lm_61;
vec3 lmIndirect_62;
vec3 lmFull_63;
vec4 light_64;
SurfaceOutput o_65;
Input surfIN_66;
vec2 tmpvar_67;
tmpvar_67 = IN_59.hip_pack0.xy;
surfIN_66.uv_MainTex = tmpvar_67;
vec3 tmpvar_68;
tmpvar_68 = vec3(0.0, 0.0, 0.0);
o_65.Albedo = tmpvar_68;
vec3 tmpvar_69;
tmpvar_69 = vec3(0.0, 0.0, 0.0);
o_65.Emission = tmpvar_69;
float tmpvar_70;
tmpvar_70 = 0.0;
o_65.Specular = tmpvar_70;
float tmpvar_71;
tmpvar_71 = 0.0;
o_65.Alpha = tmpvar_71;
float tmpvar_72;
tmpvar_72 = 0.0;
o_65.Gloss = tmpvar_72;
surf (surfIN_66, o_65);
vec4 tmpvar_73;
tmpvar_73 = texture2DProj (_LightBuffer, IN_59.hip_screen);
vec4 tmpvar_74;
tmpvar_74 = tmpvar_73;
light_64 = tmpvar_74;
vec4 tmpvar_75;
tmpvar_75 = log2 (light_64);
vec4 tmpvar_76;
tmpvar_76 = -(tmpvar_75);
light_64 = tmpvar_76;
vec4 tmpvar_77;
tmpvar_77 = texture2D (unity_Lightmap, IN_59.hip_lmapFade.xy);
vec3 tmpvar_78;
tmpvar_78 = DecodeLightmap (tmpvar_77);
vec3 tmpvar_79;
tmpvar_79 = tmpvar_78;
lmFull_63 = tmpvar_79;
vec4 tmpvar_80;
tmpvar_80 = texture2D (unity_LightmapInd, IN_59.hip_lmapFade.xy);
vec3 tmpvar_81;
tmpvar_81 = DecodeLightmap (tmpvar_80);
vec3 tmpvar_82;
tmpvar_82 = tmpvar_81;
lmIndirect_62 = tmpvar_82;
float tmpvar_83;
tmpvar_83 = xll_saturate (IN_59.hip_lmapFade.z);
vec3 tmpvar_84;
tmpvar_84 = vec3(tmpvar_83);
vec3 tmpvar_85;
tmpvar_85 = mix (lmIndirect_62, lmFull_63, tmpvar_84);
vec3 tmpvar_86;
tmpvar_86 = tmpvar_85;
lm_61 = tmpvar_86;
vec3 tmpvar_87;
tmpvar_87 = (light_64.xyz + lm_61);
light_64.xyz = tmpvar_87.xyz.xyz;
vec4 tmpvar_88;
tmpvar_88 = LightingBlinnPhong_PrePass (o_65, light_64);
vec4 tmpvar_89;
tmpvar_89 = tmpvar_88;
col_60 = tmpvar_89;
return col_60;
}
void main ()
{
v2f_surf xlt_IN_90;
vec4 xl_retval_91;
vec4 tmpvar_92;
tmpvar_92 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_90.pos = tmpvar_92;
float tmpvar_93;
tmpvar_93 = xlv_FOG.x;
xlt_IN_90.fog = tmpvar_93;
vec2 tmpvar_94;
tmpvar_94 = gl_TexCoord[0].xy;
vec2 tmpvar_95;
tmpvar_95 = tmpvar_94;
xlt_IN_90.hip_pack0 = tmpvar_95;
vec4 tmpvar_96;
tmpvar_96 = gl_TexCoord[1].xyzw;
vec4 tmpvar_97;
tmpvar_97 = tmpvar_96;
xlt_IN_90.hip_screen = tmpvar_97;
vec3 tmpvar_98;
tmpvar_98 = gl_TexCoord[2].xyz;
vec3 tmpvar_99;
tmpvar_99 = tmpvar_98;
xlt_IN_90.hip_lmapFade = tmpvar_99;
vec4 tmpvar_100;
tmpvar_100 = frag_surf (xlt_IN_90);
vec4 tmpvar_101;
tmpvar_101 = tmpvar_100;
xl_retval_91 = tmpvar_101;
vec4 tmpvar_102;
tmpvar_102 = xl_retval_91.xyzw;
vec4 tmpvar_103;
tmpvar_103 = tmpvar_102;
gl_FragData[0] = tmpvar_103;
}