bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_TerrainEngine_Splatmap_Lightmap-AddPass1-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_Control;
vec2 uv_Splat0;
vec2 uv_Splat1;
vec2 uv_Splat2;
vec2 uv_Splat3;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_pack1;
vec2 hip_pack2;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _Splat3;
uniform sampler2D _Splat2;
uniform sampler2D _Splat1;
uniform sampler2D _Splat0;
uniform sampler2D _LightBuffer;
uniform sampler2D _Control;
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec3 col;
vec4 splat_control;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_Control, IN.uv_Control);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
splat_control = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_Splat0, IN.uv_Splat0);
vec3 tmpvar_4;
tmpvar_4 = (splat_control.x * tmpvar_3.xyz);
col = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_Splat1, IN.uv_Splat1);
vec3 tmpvar_6;
tmpvar_6 = (col + (splat_control.y * tmpvar_5.xyz));
col = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_Splat2, IN.uv_Splat2);
vec3 tmpvar_8;
tmpvar_8 = (col + (splat_control.z * tmpvar_7.xyz));
col = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_Splat3, IN.uv_Splat3);
vec3 tmpvar_10;
tmpvar_10 = (col + (splat_control.w * tmpvar_9.xyz));
col = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = col;
o.Albedo = tmpvar_11;
float tmpvar_12;
tmpvar_12 = 0.0;
o.Alpha = tmpvar_12;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s,
in vec4 light
)
{
vec4 c;
vec3 tmpvar_1;
tmpvar_1 = (s.Albedo * light.xyz);
c.xyz = tmpvar_1.xyz.xyz;
float tmpvar_2;
tmpvar_2 = s.Alpha;
c.w = vec4(tmpvar_2).w;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 col;
vec4 light;
SurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_Control = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = IN.hip_pack0.zw;
surfIN.uv_Splat0 = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3 = IN.hip_pack1.xy;
surfIN.uv_Splat1 = tmpvar_3;
vec2 tmpvar_4;
tmpvar_4 = IN.hip_pack1.zw;
surfIN.uv_Splat2 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = IN.hip_pack2.xy;
surfIN.uv_Splat3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_7;
float tmpvar_8;
tmpvar_8 = 0.0;
o.Specular = tmpvar_8;
float tmpvar_9;
tmpvar_9 = 0.0;
o.Alpha = tmpvar_9;
float tmpvar_10;
tmpvar_10 = 0.0;
o.Gloss = tmpvar_10;
surf (surfIN, o);
vec4 tmpvar_11;
tmpvar_11 = texture2DProj (_LightBuffer, IN.hip_screen);
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
light = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = log2 (light);
vec4 tmpvar_14;
tmpvar_14 = -(tmpvar_13);
light = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (light.xyz + unity_Ambient.xyz);
light.xyz = tmpvar_15.xyz.xyz;
vec4 tmpvar_16;
tmpvar_16 = LightingLambert_PrePass (o, light);
vec4 tmpvar_17;
tmpvar_17 = tmpvar_16;
col = tmpvar_17;
return col;
}
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;
float tmpvar_2;
tmpvar_2 = xlv_FOG.x;
xlt_IN.fog = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[0].xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_IN.hip_pack0 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyzw;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.hip_pack1 = tmpvar_6;
vec2 tmpvar_7;
tmpvar_7 = gl_TexCoord[2].xy;
vec2 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN.hip_pack2 = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_TexCoord[3].xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_IN.hip_screen = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = frag_surf (xlt_IN);
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xl_retval = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = xl_retval.xyzw;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
gl_FragData[0] = tmpvar_14;
}