bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Transparent_Cutout_Bumped_Specular-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;
};
struct v2f_surf {
vec4 pos;
vec4 hip_pack0;
vec3 TtoV0;
vec3 TtoV1;
vec3 TtoV2;
};
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void xll_clip (
in float x
)
{
if ((x < 0.0)) {
discard;
};
}
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;
}
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 tex;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
tex = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = (tex.xyz * _Color.xyz);
o.Albedo = tmpvar_3;
float tmpvar_4;
tmpvar_4 = tex.w;
o.Gloss = tmpvar_4;
float tmpvar_5;
tmpvar_5 = (tex.w * _Color.w);
o.Alpha = tmpvar_5;
float tmpvar_6;
tmpvar_6 = _Shininess;
o.Specular = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_BumpMap, IN.uv_BumpMap);
vec4 tmpvar_8;
tmpvar_8 = UnpackNormal (tmpvar_7);
vec3 tmpvar_9;
tmpvar_9 = tmpvar_8.xyz;
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
o.Normal = tmpvar_10;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 res;
vec3 viewN;
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 = 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);
xll_clip ((o.Alpha - _Cutoff));
float tmpvar_8;
tmpvar_8 = dot (IN.TtoV0, o.Normal);
float tmpvar_9;
tmpvar_9 = tmpvar_8;
viewN.x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = dot (IN.TtoV1, o.Normal);
float tmpvar_11;
tmpvar_11 = tmpvar_10;
viewN.y = vec2(tmpvar_11).y;
float tmpvar_12;
tmpvar_12 = dot (IN.TtoV2, o.Normal);
float tmpvar_13;
tmpvar_13 = tmpvar_12;
viewN.z = vec3(tmpvar_13).z;
vec3 tmpvar_14;
tmpvar_14 = viewN;
o.Normal = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = ((o.Normal * vec3(0.5, 0.5, -0.5)) + 0.5);
res.xyz = tmpvar_15.xyz.xyz;
float tmpvar_16;
tmpvar_16 = o.Specular;
res.w = vec4(tmpvar_16).w;
return res;
}
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;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xyzw;
vec4 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_IN.hip_pack0 = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = gl_TexCoord[1].xyz;
vec3 tmpvar_5;
tmpvar_5 = tmpvar_4;
xlt_IN.TtoV0 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = gl_TexCoord[2].xyz;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_6;
xlt_IN.TtoV1 = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = gl_TexCoord[3].xyz;
vec3 tmpvar_9;
tmpvar_9 = tmpvar_8;
xlt_IN.TtoV2 = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = frag_surf (xlt_IN);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
xl_retval = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = xl_retval.xyzw;
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
gl_FragData[0] = tmpvar_13;
}