bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Parallax_Diffuse-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;
vec2 uv_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec3 vlight;
vec4 _ShadowCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _ShadowMapTexture;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform vec4 _LightColor0;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
float unitySampleShadow (
in vec4 shadowCoord
)
{
float shadow;
vec4 tmpvar_1;
tmpvar_1 = texture2DProj (_ShadowMapTexture, shadowCoord);
float tmpvar_2;
tmpvar_2 = tmpvar_1.x;
shadow = tmpvar_2;
return shadow;
}
vec4 UnpackNormal (
in vec4 packednormal
)
{
vec4 normal;
vec2 tmpvar_1;
tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
normal.xy = tmpvar_1.xy.xy;
float tmpvar_2;
tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
float tmpvar_3;
tmpvar_3 = tmpvar_2;
normal.z = vec3(tmpvar_3).z;
return normal;
}
vec2 ParallaxOffset (
in float h,
in float height,
in vec3 viewDir
)
{
vec3 v;
float tmpvar_1;
tmpvar_1 = ((h * height) - (height / 2.0));
h = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = normalize (viewDir);
vec3 tmpvar_3;
tmpvar_3 = tmpvar_2;
v = tmpvar_3;
float tmpvar_4;
tmpvar_4 = (v.z + 0.42);
v.z = vec3(tmpvar_4).z;
return (h * (v.xy / v.z));
}
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 c;
vec2 offset;
float h;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_ParallaxMap, IN.uv_BumpMap);
float tmpvar_2;
tmpvar_2 = tmpvar_1.w;
h = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3 = ParallaxOffset (h, _Parallax, IN.viewDir);
vec2 tmpvar_4;
tmpvar_4 = tmpvar_3;
offset = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = (IN.uv_MainTex + offset);
IN.uv_MainTex = tmpvar_5;
vec2 tmpvar_6;
tmpvar_6 = (IN.uv_BumpMap + offset);
IN.uv_BumpMap = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_8;
tmpvar_8 = (tmpvar_7 * _Color);
c = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = c.xyz;
o.Albedo = tmpvar_9;
float tmpvar_10;
tmpvar_10 = c.w;
o.Alpha = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = texture2D (_BumpMap, IN.uv_BumpMap);
vec4 tmpvar_12;
tmpvar_12 = UnpackNormal (tmpvar_11);
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12.xyz;
vec3 tmpvar_14;
tmpvar_14 = tmpvar_13;
o.Normal = tmpvar_14;
}
vec4 LightingLambert (
in SurfaceOutput s,
in vec3 lightDir,
in float atten
)
{
vec4 c;
float diff;
float tmpvar_1;
tmpvar_1 = dot (s.Normal, lightDir);
float tmpvar_2;
tmpvar_2 = max (0.0, tmpvar_1);
float tmpvar_3;
tmpvar_3 = tmpvar_2;
diff = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
c.xyz = tmpvar_4.xyz.xyz;
float tmpvar_5;
tmpvar_5 = s.Alpha;
c.w = vec4(tmpvar_5).w;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 c;
float atten;
SurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_MainTex = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = IN.hip_pack0.zw;
surfIN.uv_BumpMap = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = IN.viewDir;
surfIN.viewDir = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Specular = tmpvar_6;
float tmpvar_7;
tmpvar_7 = 0.0;
o.Alpha = tmpvar_7;
float tmpvar_8;
tmpvar_8 = 0.0;
o.Gloss = tmpvar_8;
surf (surfIN, o);
float tmpvar_9;
tmpvar_9 = unitySampleShadow (IN._ShadowCoord);
float tmpvar_10;
tmpvar_10 = tmpvar_9;
atten = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = LightingLambert (o, IN.lightDir, atten);
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
c = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = (c.xyz + (o.Albedo * IN.vlight));
c.xyz = tmpvar_13.xyz.xyz;
return c;
}
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;
vec3 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.viewDir = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = gl_TexCoord[2].xyz;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN.lightDir = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = gl_TexCoord[3].xyz;
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_IN.vlight = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_TexCoord[4].xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_IN._ShadowCoord = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = frag_surf (xlt_IN);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_FragData[0] = tmpvar_16;
}