bgfx/3rdparty/glsl-optimizer/tests/fragment/z-prepasslight-inES3.txt

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#version 300 es
out mediump vec4 _fragData;
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));
}
vec2 xll_vecTSel (bvec2 a, vec2 b, vec2 c) {
return vec2 (a.x ? b.x : c.x, a.y ? b.y : c.y);
}
vec3 xll_vecTSel (bvec3 a, vec3 b, vec3 c) {
return vec3 (a.x ? b.x : c.x, a.y ? b.y : c.y, a.z ? b.z : c.z);
}
vec4 xll_vecTSel (bvec4 a, vec4 b, vec4 c) {
return vec4 (a.x ? b.x : c.x, a.y ? b.y : c.y, a.z ? b.z : c.z, a.w ? b.w : c.w);
}
struct v2f {
highp vec4 pos;
highp vec4 uv;
highp vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _CameraNormalsTexture;
uniform highp mat4 _CameraToWorld;
uniform highp vec4 _LightColor;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 _LightPos;
uniform highp vec4 _LightPositionRange;
uniform highp vec4 _LightShadowData;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform highp vec4 _ProjectionParams;
uniform samplerCube _ShadowMapTexture;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_LightmapFade;
mediump float Luminance( in mediump vec3 c );
highp float Linear01Depth( in highp float z );
highp float DecodeFloatRGBA( in highp vec4 enc );
highp float SampleCubeDistance( in highp vec3 vec );
mediump float unitySampleShadow( in highp vec3 vec, in highp float mydist );
mediump float ComputeShadow( in highp vec3 vec, in highp float z, in highp vec2 uv );
mediump vec4 xlat_main( in v2f i );
mediump float Luminance( in mediump vec3 c ) {
return dot( c, vec3( 0.220000, 0.707000, 0.0710000));
}
highp float Linear01Depth( in highp float z ) {
return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
}
highp float DecodeFloatRGBA( in highp vec4 enc ) {
highp vec4 kDecodeDot = vec4( 1.00000, 0.00392157, 1.53787e-005, 6.22737e-009);
return dot( enc, kDecodeDot);
}
highp float SampleCubeDistance( in highp vec3 vec ) {
highp vec4 packDist;
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packDist = texture( _ShadowMapTexture, vec);
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return DecodeFloatRGBA( packDist);
}
mediump float unitySampleShadow( in highp vec3 vec, in highp float mydist ) {
highp float z = 0.00781250;
highp vec4 shadowVals;
mediump vec4 shadows;
shadowVals.x = SampleCubeDistance( (vec + vec3( z, z, z)));
shadowVals.y = SampleCubeDistance( (vec + vec3( ( -z ), ( -z ), z)));
shadowVals.z = SampleCubeDistance( (vec + vec3( ( -z ), z, ( -z ))));
shadowVals.w = SampleCubeDistance( (vec + vec3( z, ( -z ), ( -z ))));
shadows = xll_vecTSel (lessThan( shadowVals, vec4( vec4( mydist) )), vec4( _LightShadowData.xxxx ), vec4( 1.00000));
return dot( shadows, vec4( 0.250000));
}
mediump float ComputeShadow( in highp vec3 vec, in highp float z, in highp vec2 uv ) {
highp float fade;
highp float mydist;
fade = ((z * _LightShadowData.z ) + _LightShadowData.w );
fade = xll_saturate( fade );
mydist = (length( vec ) * _LightPositionRange.w );
mydist *= 0.970000;
return unitySampleShadow( vec, mydist);
return 1.00000;
}
mediump vec4 xlat_main( in v2f i ) {
highp vec2 uv;
mediump vec4 nspec;
mediump vec3 normal;
highp float depth;
highp vec4 vpos;
highp vec3 wpos;
highp vec3 tolight;
mediump vec3 lightDir;
highp float att;
highp float atten;
mediump float diff;
mediump vec3 h;
highp float spec;
mediump vec4 res;
highp float fade;
i.ray = (i.ray * (_ProjectionParams.z / i.ray.z ));
uv = (i.uv.xy / i.uv.w );
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nspec = texture( _CameraNormalsTexture, uv);
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normal = ((nspec.xyz * 2.00000) - 1.00000);
normal = normalize( normal );
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depth = texture( _CameraDepthTexture, uv).x ;
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depth = Linear01Depth( depth);
vpos = vec4( (i.ray * depth), 1.00000);
wpos = ( _CameraToWorld * vpos ).xyz ;
tolight = (wpos - _LightPos.xyz );
lightDir = ( -normalize( tolight ) );
att = (dot( tolight, tolight) * _LightPos.w );
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atten = texture( _LightTextureB0, vec2( vec2( att))).w ;
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atten *= ComputeShadow( tolight, vpos.z , uv);
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atten *= texture( _LightTexture0, ( _LightMatrix0 * vec4( wpos, 1.00000) ).xyz ).w ;
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diff = max( 0.000000, dot( lightDir, normal));
h = normalize( (lightDir - normalize( (wpos - _WorldSpaceCameraPos) )) );
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 ) );
}
in highp vec4 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
void main() {
mediump vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec4( xlv_TEXCOORD0);
xlt_i.ray = vec3( xlv_TEXCOORD1);
xl_retval = xlat_main( xlt_i);
_fragData = vec4( xl_retval);
}