bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_Slices3-in.txt

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2012-04-03 23:30:07 -04:00
void xll_clip(float x) {
if ( x<0.0 ) discard;
}
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));
}
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 SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec3 worldPos;
};
struct v2f_surf {
vec4 pos;
vec3 _ShadowCoord0;
vec3 _ShadowCoord1;
vec3 _ShadowCoord2;
vec3 _ShadowCoord3;
vec2 _ShadowZFade;
vec3 worldPos;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _LightShadowData;
uniform vec4 _LightSplitsFar;
uniform vec4 _LightSplitsNear;
uniform sampler2D _MainTex;
uniform vec4 _ProjectionParams;
uniform sampler2D _ShadowMapTexture;
void surf( in Input IN, inout SurfaceOutput o );
vec2 EncodeFloatRG( in float v );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout SurfaceOutput o ) {
xll_clip( (fract( ((IN.worldPos.y + (IN.worldPos.z * 0.100000)) * 5.00000) ) - 0.500000) );
o.Albedo = texture2D( _MainTex, IN.uv_MainTex).xyz ;
}
vec2 EncodeFloatRG( in float v ) {
vec2 kEncodeMul = vec2( 1.00000, 255.000);
float kEncodeBit = 0.00392157;
vec2 enc;
enc = (kEncodeMul * v);
enc = fract( enc );
enc.x -= (enc.y * kEncodeBit);
return enc;
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec4 z;
vec4 near;
vec4 far;
vec4 weights;
vec4 coord;
float shadow;
float faded;
vec4 res;
surfIN.worldPos = IN.worldPos;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
surf( surfIN, o);
z = vec4( IN._ShadowZFade.x );
near = vec4( greaterThanEqual( z, _LightSplitsNear) );
far = vec4( lessThan( z, _LightSplitsFar) );
weights = (near * far);
coord = vec4( ((((IN._ShadowCoord0 * weights.x ) + (IN._ShadowCoord1 * weights.y )) + (IN._ShadowCoord2 * weights.z )) + (IN._ShadowCoord3 * weights.w )), 1.00000);
shadow = ( (texture2D( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 );
faded = xll_saturate( (shadow + xll_saturate( IN._ShadowZFade.y )) );
res.x = faded;
res.y = 1.00000;
res.zw = EncodeFloatRG( float( (1.00000 - (z * _ProjectionParams.w ))));
return res;
}
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN._ShadowCoord0 = vec3( gl_TexCoord[0]);
xlt_IN._ShadowCoord1 = vec3( gl_TexCoord[1]);
xlt_IN._ShadowCoord2 = vec3( gl_TexCoord[2]);
xlt_IN._ShadowCoord3 = vec3( gl_TexCoord[3]);
xlt_IN._ShadowZFade = vec2( gl_TexCoord[4]);
xlt_IN.worldPos = vec3( gl_TexCoord[5]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}