bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Specular2-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_Illum;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
float xll_saturate (
in float x
)
{
float tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec2 xll_saturate (
in vec2 x
)
{
vec2 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec3 xll_saturate (
in vec3 x
)
{
vec3 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec4 xll_saturate (
in vec4 x
)
{
vec4 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
mat2 xll_saturate (
in mat2 m
)
{
vec2 tmpvar_1;
tmpvar_1 = clamp (m[0], 0.0, 1.0);
vec2 tmpvar_2;
tmpvar_2 = clamp (m[1], 0.0, 1.0);
mat2 tmpvar_3;
vec2 tmpvar_4;
tmpvar_4 = tmpvar_1;
tmpvar_3[0] = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = tmpvar_2;
tmpvar_3[1] = tmpvar_5;
return tmpvar_3;
}
mat3 xll_saturate (
in mat3 m
)
{
vec3 tmpvar_1;
tmpvar_1 = clamp (m[0], 0.0, 1.0);
vec3 tmpvar_2;
tmpvar_2 = clamp (m[1], 0.0, 1.0);
vec3 tmpvar_3;
tmpvar_3 = clamp (m[2], 0.0, 1.0);
mat3 tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = tmpvar_1;
tmpvar_4[0] = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
tmpvar_4[1] = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
tmpvar_4[2] = tmpvar_7;
return tmpvar_4;
}
mat4 xll_saturate (
in mat4 m
)
{
vec4 tmpvar_1;
tmpvar_1 = clamp (m[0], 0.0, 1.0);
vec4 tmpvar_2;
tmpvar_2 = clamp (m[1], 0.0, 1.0);
vec4 tmpvar_3;
tmpvar_3 = clamp (m[2], 0.0, 1.0);
vec4 tmpvar_4;
tmpvar_4 = clamp (m[3], 0.0, 1.0);
mat4 tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_1;
tmpvar_5[0] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = tmpvar_2;
tmpvar_5[1] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_3;
tmpvar_5[2] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = tmpvar_4;
tmpvar_5[3] = tmpvar_9;
return tmpvar_5;
}
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 c;
vec4 tex;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
tex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (tex * _Color);
c = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = c.xyz;
o.Albedo = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_Illum, IN.uv_Illum);
vec3 tmpvar_6;
tmpvar_6 = (c.xyz * tmpvar_5.w);
o.Emission = tmpvar_6;
float tmpvar_7;
tmpvar_7 = tex.w;
o.Gloss = tmpvar_7;
float tmpvar_8;
tmpvar_8 = c.w;
o.Alpha = tmpvar_8;
float tmpvar_9;
tmpvar_9 = _Shininess;
o.Specular = tmpvar_9;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s,
in vec4 light
)
{
vec4 c;
float spec;
float tmpvar_1;
tmpvar_1 = (light.w * s.Gloss);
spec = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
c.xyz = tmpvar_2.xyz.xyz;
float tmpvar_3;
tmpvar_3 = (s.Alpha + (spec * _SpecColor.w));
c.w = vec4(tmpvar_3).w;
return c;
}
vec3 DecodeLightmap (
in vec4 color
)
{
return (2.0 * color.xyz);
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 col;
vec3 lm;
vec3 lmIndirect;
vec3 lmFull;
vec4 light;
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_Illum = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Specular = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Alpha = tmpvar_6;
float tmpvar_7;
tmpvar_7 = 0.0;
o.Gloss = tmpvar_7;
surf (surfIN, o);
vec4 tmpvar_8;
tmpvar_8 = texture2DProj (_LightBuffer, IN.hip_screen);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
light = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = log2 (light);
vec4 tmpvar_11;
tmpvar_11 = -(tmpvar_10);
light = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = texture2D (unity_Lightmap, IN.hip_lmapFade.xy);
vec3 tmpvar_13;
tmpvar_13 = DecodeLightmap (tmpvar_12);
vec3 tmpvar_14;
tmpvar_14 = tmpvar_13;
lmFull = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = texture2D (unity_LightmapInd, IN.hip_lmapFade.xy);
vec3 tmpvar_16;
tmpvar_16 = DecodeLightmap (tmpvar_15);
vec3 tmpvar_17;
tmpvar_17 = tmpvar_16;
lmIndirect = tmpvar_17;
float tmpvar_18;
tmpvar_18 = xll_saturate (IN.hip_lmapFade.z);
vec3 tmpvar_19;
tmpvar_19 = vec3(tmpvar_18);
vec3 tmpvar_20;
tmpvar_20 = mix (lmIndirect, lmFull, tmpvar_19);
vec3 tmpvar_21;
tmpvar_21 = tmpvar_20;
lm = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = (light.xyz + lm);
light.xyz = tmpvar_22.xyz.xyz;
vec4 tmpvar_23;
tmpvar_23 = LightingBlinnPhong_PrePass (o, light);
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
col = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = (col.xyz + o.Emission);
col.xyz = tmpvar_25.xyz.xyz;
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_screen = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = gl_TexCoord[2].xyz;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN.hip_lmapFade = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = frag_surf (xlt_IN);
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xl_retval = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = xl_retval.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
gl_FragData[0] = tmpvar_12;
}