bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_Internal-PrePassLighting-in.txt

147 lines
4.3 KiB
Text
Raw Normal View History

2012-04-03 23:30:07 -04:00
float xll_saturate( float x) {
return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate( vec2 x) {
return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate( vec3 x) {
return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate( vec4 x) {
return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate(mat2 m) {
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate(mat3 m) {
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate(mat4 m) {
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
mat3 xll_constructMat3( mat4 m) {
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct v2f {
vec4 pos;
vec4 uv;
vec3 ray;
};
struct appdata {
vec4 vertex;
vec3 texcoord;
};
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _CameraNormalsTexture;
uniform vec4 _LightColor;
uniform vec4 _LightPos;
uniform vec4 _LightPositionRange;
uniform vec4 _LightShadowData;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform vec4 _ProjectionParams;
uniform samplerCube _ShadowMapTexture;
uniform mat4 _View2Shadow;
uniform mat4 _ViewToCookie;
uniform vec4 _ZBufferParams;
uniform vec4 unity_LightmapFade;
float Luminance( in vec3 c );
float Linear01Depth( in float z );
float DecodeFloatRGBA( in vec4 enc );
float SampleCubeDistance( in vec3 vec );
float unitySampleShadow( in vec3 vec, in float mydist );
float ComputeShadow( in vec3 vec, in vec2 uv );
vec4 frag( in v2f i );
float Luminance( in vec3 c ) {
return dot( c, vec3( 0.220000, 0.707000, 0.0710000));
}
float Linear01Depth( in float z ) {
return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
}
float DecodeFloatRGBA( in vec4 enc ) {
vec4 kDecodeDot = vec4( 1.00000, 0.00392157, 1.53787e-005, 6.22737e-009);
return dot( enc, kDecodeDot);
}
float SampleCubeDistance( in vec3 vec ) {
vec4 packDist;
packDist = textureCube( _ShadowMapTexture, vec);
return DecodeFloatRGBA( packDist);
}
float unitySampleShadow( in vec3 vec, in float mydist ) {
float dist;
dist = SampleCubeDistance( vec);
return ( (dist < mydist) ) ? ( _LightShadowData.x ) : ( 1.00000 );
}
float ComputeShadow( in vec3 vec, in vec2 uv ) {
float fade;
float mydist;
fade = ((vec.z * _LightShadowData.z ) + _LightShadowData.w );
fade = xll_saturate( fade );
vec = ( xll_constructMat3( _View2Shadow) * vec );
mydist = (length( vec ) * _LightPositionRange.w );
mydist *= 0.970000;
return unitySampleShadow( vec, mydist);
return 1.00000;
}
vec4 frag( in v2f i ) {
vec2 uv;
vec4 nspec;
vec3 normal;
float depth;
vec3 vpos;
vec3 tolight;
vec3 lightDir;
float att;
float atten;
float diff;
vec3 h;
float spec;
vec4 res;
float fade;
i.ray = (i.ray * (_ProjectionParams.z / i.ray.z ));
uv = (i.uv.xy / i.uv.w );
nspec = texture2D( _CameraNormalsTexture, uv);
normal = ((nspec.xyz * 2.00000) - 1.00000);
normal = normalize( normal );
depth = texture2D( _CameraDepthTexture, uv).x ;
depth = Linear01Depth( depth);
vpos = (i.ray * depth);
tolight = (_LightPos.xyz - vpos);
lightDir = normalize( tolight );
att = (dot( tolight, tolight) * _LightPos.w );
atten = texture2D( _LightTextureB0, vec2( vec2( att))).w ;
atten *= ComputeShadow( ( -tolight ), uv);
atten *= textureCube( _LightTexture0, ( _ViewToCookie * vec4( vpos, 1.00000) ).xyz ).w ;
diff = max( 0.000000, dot( lightDir, normal));
h = normalize( (lightDir - normalize( vpos )) );
spec = pow( max( 0.000000, dot( h, normal)), (nspec.w * 128.000));
spec *= xll_saturate( atten );
res.xyz = (_LightColor.xyz * (diff * atten));
res.w = (spec * Luminance( _LightColor.xyz ));
fade = ((vpos.z * unity_LightmapFade.z ) + unity_LightmapFade.w );
res *= xll_saturate( (1.00000 - fade) );
return exp2( ( -res ) );
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec4( gl_TexCoord[0]);
xlt_i.ray = vec3( gl_TexCoord[1]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}