bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Diffuse1-ir.txt

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2012-04-03 23:30:07 -04:00
struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
vec3 normal;
};
uniform sampler2D _MainTex;
uniform vec4 _Color;
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 c;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_2;
tmpvar_2 = (tmpvar_1 * _Color);
c = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = c.xyz;
o.Albedo = tmpvar_3;
float tmpvar_4;
tmpvar_4 = c.w;
o.Alpha = tmpvar_4;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 res;
Input surfIN;
SurfaceOutput o;
vec3 tmpvar_1;
tmpvar_1 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_2;
float tmpvar_3;
tmpvar_3 = 0.0;
o.Specular = tmpvar_3;
float tmpvar_4;
tmpvar_4 = 0.0;
o.Alpha = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Gloss = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = IN.normal;
o.Normal = tmpvar_6;
surf (surfIN, o);
vec3 tmpvar_7;
tmpvar_7 = ((o.Normal * vec3(0.5, 0.5, -0.5)) + 0.5);
res.xyz = tmpvar_7.xyz.xyz;
float tmpvar_8;
tmpvar_8 = o.Specular;
res.w = vec4(tmpvar_8).w;
return res;
}
void main ()
{
v2f_surf xlt_IN;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN.pos = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xyz;
vec3 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_IN.normal = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = frag_surf (xlt_IN);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
xl_retval = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = xl_retval.xyzw;
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
gl_FragData[0] = tmpvar_7;
}