bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_Slices3-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 worldPos;
};
struct v2f_surf {
vec4 pos;
vec3 _ShadowCoord0;
vec3 _ShadowCoord1;
vec3 _ShadowCoord2;
vec3 _ShadowCoord3;
vec2 _ShadowZFade;
vec3 worldPos;
};
uniform sampler2D _ShadowMapTexture;
uniform vec4 _ProjectionParams;
uniform sampler2D _MainTex;
uniform vec4 _LightSplitsNear;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightShadowData;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
float xll_saturate (
in float x_2
)
{
float tmpvar_3;
tmpvar_3 = clamp (x_2, 0.0, 1.0);
return tmpvar_3;
}
vec2 xll_saturate (
in vec2 x_4
)
{
vec2 tmpvar_5;
tmpvar_5 = clamp (x_4, 0.0, 1.0);
return tmpvar_5;
}
vec3 xll_saturate (
in vec3 x_6
)
{
vec3 tmpvar_7;
tmpvar_7 = clamp (x_6, 0.0, 1.0);
return tmpvar_7;
}
vec4 xll_saturate (
in vec4 x_8
)
{
vec4 tmpvar_9;
tmpvar_9 = clamp (x_8, 0.0, 1.0);
return tmpvar_9;
}
mat2 xll_saturate (
in mat2 m_10
)
{
vec2 tmpvar_11;
tmpvar_11 = clamp (m_10[0], 0.0, 1.0);
vec2 tmpvar_12;
tmpvar_12 = clamp (m_10[1], 0.0, 1.0);
mat2 tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_13[0] = tmpvar_14;
vec2 tmpvar_15;
tmpvar_15 = tmpvar_12;
tmpvar_13[1] = tmpvar_15;
return tmpvar_13;
}
mat3 xll_saturate (
in mat3 m_16
)
{
vec3 tmpvar_17;
tmpvar_17 = clamp (m_16[0], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_16[1], 0.0, 1.0);
vec3 tmpvar_19;
tmpvar_19 = clamp (m_16[2], 0.0, 1.0);
mat3 tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_20[0] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_20[1] = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = tmpvar_19;
tmpvar_20[2] = tmpvar_23;
return tmpvar_20;
}
mat4 xll_saturate (
in mat4 m_24
)
{
vec4 tmpvar_25;
tmpvar_25 = clamp (m_24[0], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_24[1], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_24[2], 0.0, 1.0);
vec4 tmpvar_28;
tmpvar_28 = clamp (m_24[3], 0.0, 1.0);
mat4 tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_29[0] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_29[1] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_29[2] = tmpvar_32;
vec4 tmpvar_33;
tmpvar_33 = tmpvar_28;
tmpvar_29[3] = tmpvar_33;
return tmpvar_29;
}
void surf (
in Input IN_34,
inout SurfaceOutput o_35
)
{
float tmpvar_36;
tmpvar_36 = fract (((IN_34.worldPos.y + (IN_34.worldPos.z * 0.1)) * 5.0));
xll_clip ((tmpvar_36 - 0.5));
vec4 tmpvar_37;
tmpvar_37 = texture2D (_MainTex, IN_34.uv_MainTex);
vec3 tmpvar_38;
tmpvar_38 = tmpvar_37.xyz;
o_35.Albedo = tmpvar_38;
}
vec2 EncodeFloatRG (
in float v_39
)
{
vec2 enc_40;
float kEncodeBit_41;
vec2 kEncodeMul_42;
vec2 tmpvar_43;
tmpvar_43 = vec2(1.0, 255.0);
kEncodeMul_42 = tmpvar_43;
float tmpvar_44;
tmpvar_44 = 0.00392157;
kEncodeBit_41 = tmpvar_44;
vec2 tmpvar_45;
tmpvar_45 = (kEncodeMul_42 * v_39);
enc_40 = tmpvar_45;
vec2 tmpvar_46;
tmpvar_46 = fract (enc_40);
vec2 tmpvar_47;
tmpvar_47 = tmpvar_46;
enc_40 = tmpvar_47;
float tmpvar_48;
tmpvar_48 = (enc_40.x - (enc_40.y * kEncodeBit_41));
enc_40.x = tmpvar_48;
return enc_40;
}
vec4 frag_surf (
in v2f_surf IN_49
)
{
vec4 res_50;
float faded_51;
float shadow_52;
vec4 coord_53;
vec4 weights_54;
vec4 far_55;
vec4 near_56;
vec4 z_57;
SurfaceOutput o_58;
Input surfIN_59;
vec3 tmpvar_60;
tmpvar_60 = IN_49.worldPos;
surfIN_59.worldPos = tmpvar_60;
vec3 tmpvar_61;
tmpvar_61 = vec3(0.0, 0.0, 0.0);
o_58.Albedo = tmpvar_61;
vec3 tmpvar_62;
tmpvar_62 = vec3(0.0, 0.0, 0.0);
o_58.Emission = tmpvar_62;
float tmpvar_63;
tmpvar_63 = 0.0;
o_58.Specular = tmpvar_63;
float tmpvar_64;
tmpvar_64 = 0.0;
o_58.Alpha = tmpvar_64;
float tmpvar_65;
tmpvar_65 = 0.0;
o_58.Gloss = tmpvar_65;
surf (surfIN_59, o_58);
vec4 tmpvar_66;
tmpvar_66 = vec4(IN_49._ShadowZFade.x);
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
z_57 = tmpvar_67;
bvec4 tmpvar_68;
tmpvar_68 = greaterThanEqual (z_57, _LightSplitsNear);
vec4 tmpvar_69;
tmpvar_69 = vec4(tmpvar_68).xyzw;
vec4 tmpvar_70;
tmpvar_70 = tmpvar_69;
near_56 = tmpvar_70;
bvec4 tmpvar_71;
tmpvar_71 = lessThan (z_57, _LightSplitsFar);
vec4 tmpvar_72;
tmpvar_72 = vec4(tmpvar_71).xyzw;
vec4 tmpvar_73;
tmpvar_73 = tmpvar_72;
far_55 = tmpvar_73;
vec4 tmpvar_74;
tmpvar_74 = (near_56 * far_55);
weights_54 = tmpvar_74;
vec4 tmpvar_75;
tmpvar_75.w = 1.0;
tmpvar_75.xyz = ((((IN_49._ShadowCoord0 * weights_54.x) + (IN_49._ShadowCoord1 * weights_54.y)) + (IN_49._ShadowCoord2 * weights_54.z)) + (IN_49._ShadowCoord3 * weights_54.w)).xyz;
vec4 tmpvar_76;
tmpvar_76 = tmpvar_75;
coord_53 = tmpvar_76;
vec4 tmpvar_77;
tmpvar_77 = texture2D (_ShadowMapTexture, coord_53.xy);
float tmpvar_78;
if ((tmpvar_77.x < coord_53.z)) {
tmpvar_78 = _LightShadowData.x;
} else {
tmpvar_78 = 1.0;
};
float tmpvar_79;
tmpvar_79 = tmpvar_78;
shadow_52 = tmpvar_79;
float tmpvar_80;
tmpvar_80 = xll_saturate (IN_49._ShadowZFade.y);
float tmpvar_81;
tmpvar_81 = xll_saturate ((shadow_52 + tmpvar_80));
float tmpvar_82;
tmpvar_82 = tmpvar_81;
faded_51 = tmpvar_82;
float tmpvar_83;
tmpvar_83 = faded_51;
res_50.x = tmpvar_83;
float tmpvar_84;
tmpvar_84 = 1.0;
res_50.y = vec2(tmpvar_84).y;
vec2 tmpvar_85;
tmpvar_85 = EncodeFloatRG ((1.0 - (z_57 * _ProjectionParams.w)).x);
vec2 tmpvar_86;
tmpvar_86 = tmpvar_85;
res_50.zw = tmpvar_86.xxxy.zw;
return res_50;
}
void main ()
{
v2f_surf xlt_IN_87;
vec4 xl_retval_88;
vec4 tmpvar_89;
tmpvar_89 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_87.pos = tmpvar_89;
vec3 tmpvar_90;
tmpvar_90 = gl_TexCoord[0].xyz;
vec3 tmpvar_91;
tmpvar_91 = tmpvar_90;
xlt_IN_87._ShadowCoord0 = tmpvar_91;
vec3 tmpvar_92;
tmpvar_92 = gl_TexCoord[1].xyz;
vec3 tmpvar_93;
tmpvar_93 = tmpvar_92;
xlt_IN_87._ShadowCoord1 = tmpvar_93;
vec3 tmpvar_94;
tmpvar_94 = gl_TexCoord[2].xyz;
vec3 tmpvar_95;
tmpvar_95 = tmpvar_94;
xlt_IN_87._ShadowCoord2 = tmpvar_95;
vec3 tmpvar_96;
tmpvar_96 = gl_TexCoord[3].xyz;
vec3 tmpvar_97;
tmpvar_97 = tmpvar_96;
xlt_IN_87._ShadowCoord3 = tmpvar_97;
vec2 tmpvar_98;
tmpvar_98 = gl_TexCoord[4].xy;
vec2 tmpvar_99;
tmpvar_99 = tmpvar_98;
xlt_IN_87._ShadowZFade = tmpvar_99;
vec3 tmpvar_100;
tmpvar_100 = gl_TexCoord[5].xyz;
vec3 tmpvar_101;
tmpvar_101 = tmpvar_100;
xlt_IN_87.worldPos = tmpvar_101;
vec4 tmpvar_102;
tmpvar_102 = frag_surf (xlt_IN_87);
vec4 tmpvar_103;
tmpvar_103 = tmpvar_102;
xl_retval_88 = tmpvar_103;
vec4 tmpvar_104;
tmpvar_104 = xl_retval_88.xyzw;
vec4 tmpvar_105;
tmpvar_105 = tmpvar_104;
gl_FragData[0] = tmpvar_105;
}