bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Tree_Optimized_Leaf_Shader1-ir.txt

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2012-04-03 23:30:07 -04:00
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 lightDir;
vec3 viewDir;
vec3 _LightCoord;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _Wind;
uniform float _TimeX;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
uniform vec4 _Color;
vec4 Squash (
in vec4 pos
)
{
vec3 planeNormal;
vec3 planePoint;
vec3 projectedVertex;
vec3 tmpvar_1;
tmpvar_1 = pos.xyz;
projectedVertex = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2.xz = vec2(0.0, 0.0);
tmpvar_2.y = _SquashPlaneNormal.w;
vec3 tmpvar_3;
tmpvar_3 = tmpvar_2;
planePoint = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = _SquashPlaneNormal.xyz;
planeNormal = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = pos.xyz;
float tmpvar_6;
tmpvar_6 = dot (planeNormal, (planePoint - tmpvar_5));
vec3 tmpvar_7;
tmpvar_7 = (projectedVertex + (tmpvar_6 * planeNormal));
projectedVertex = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = vec3(_SquashAmount);
vec3 tmpvar_9;
tmpvar_9 = mix (projectedVertex, pos.xyz, tmpvar_8);
vec4 tmpvar_10;
tmpvar_10.w = 1.0;
tmpvar_10.xyz = tmpvar_9.xyz;
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
pos = tmpvar_11;
return pos;
}
void ExpandBillboard (
in mat4 mat,
inout vec4 pos,
inout vec3 normal,
inout vec4 tangent
)
{
vec3 tanb;
vec3 norb;
float isBillboard;
float tmpvar_1;
tmpvar_1 = abs (tangent.w);
float tmpvar_2;
tmpvar_2 = (1.0 - tmpvar_1);
isBillboard = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = normal.xyz;
vec4 tmpvar_4;
tmpvar_4 = normalize ((tmpvar_3 * mat));
vec3 tmpvar_5;
tmpvar_5 = tmpvar_4.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
norb = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.yw = vec2(0.0, 0.0);
tmpvar_7.x = normal.z;
tmpvar_7.z = -(normal.x);
vec4 tmpvar_8;
tmpvar_8 = normalize ((tmpvar_7 * mat));
vec3 tmpvar_9;
tmpvar_9 = tmpvar_8.xyz;
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
tanb = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = (pos + ((tangent * mat) * isBillboard));
pos = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = vec3(isBillboard);
vec3 tmpvar_13;
tmpvar_13 = mix (normal, norb, tmpvar_12);
vec3 tmpvar_14;
tmpvar_14 = tmpvar_13;
normal = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15.w = -1.0;
tmpvar_15.xyz = tanb.xyz;
vec4 tmpvar_16;
tmpvar_16 = vec4(isBillboard);
vec4 tmpvar_17;
tmpvar_17 = mix (tangent, tmpvar_15, tmpvar_16);
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
tangent = tmpvar_18;
}
vec4 TriangleWave (
in vec4 x
)
{
vec4 tmpvar_1;
tmpvar_1 = fract ((x + 0.5));
vec4 tmpvar_2;
tmpvar_2 = abs (((tmpvar_1 * 2.0) - 1.0));
return tmpvar_2;
}
vec4 SmoothCurve (
in vec4 x
)
{
return ((x * x) * (3.0 - (2.0 * x)));
}
vec4 SmoothTriangleWave (
in vec4 x
)
{
vec4 tmpvar_1;
tmpvar_1 = TriangleWave (x);
vec4 tmpvar_2;
tmpvar_2 = SmoothCurve (tmpvar_1);
return tmpvar_2;
}
vec4 AnimateVertex (
in vec4 pos,
in vec3 normal,
in vec4 animParams
)
{
vec3 bend;
vec2 vWavesSum;
vec4 vWaves;
vec2 vWavesIn;
float fVtxPhase;
float fBranchPhase;
float fObjPhase;
float fBranchAmp;
float fDetailAmp;
float tmpvar_1;
tmpvar_1 = 0.1;
fDetailAmp = tmpvar_1;
float tmpvar_2;
tmpvar_2 = 0.3;
fBranchAmp = tmpvar_2;
float tmpvar_3;
tmpvar_3 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0));
float tmpvar_4;
tmpvar_4 = tmpvar_3;
fObjPhase = tmpvar_4;
float tmpvar_5;
tmpvar_5 = (fObjPhase + animParams.x);
fBranchPhase = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = vec3((animParams.y + fBranchPhase));
float tmpvar_7;
tmpvar_7 = dot (pos.xyz, tmpvar_6);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
fVtxPhase = tmpvar_8;
vec2 tmpvar_9;
tmpvar_9.x = fVtxPhase;
tmpvar_9.y = fBranchPhase;
vec2 tmpvar_10;
tmpvar_10 = (_TimeX + tmpvar_9);
vWavesIn = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = fract ((vWavesIn.xxyy * vec4(1.975, 0.793, 0.375, 0.193)));
vec4 tmpvar_12;
tmpvar_12 = ((tmpvar_11 * 2.0) - 1.0);
vWaves = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = SmoothTriangleWave (vWaves);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
vWaves = tmpvar_14;
vec2 tmpvar_15;
tmpvar_15 = (vWaves.xz + vWaves.yw);
vWavesSum = tmpvar_15;
vec3 tmpvar_16;
tmpvar_16 = ((animParams.y * fDetailAmp) * normal.xyz);
bend = tmpvar_16;
float tmpvar_17;
tmpvar_17 = (animParams.w * fBranchAmp);
bend.y = vec2(tmpvar_17).y;
vec3 tmpvar_18;
tmpvar_18 = (pos.xyz + (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y) * animParams.w)) * _Wind.w));
pos.xyz = tmpvar_18.xyz.xyz;
vec3 tmpvar_19;
tmpvar_19 = (pos.xyz + (animParams.z * _Wind.xyz));
pos.xyz = tmpvar_19.xyz.xyz;
return pos;
}
void TreeVertLeaf (
inout appdata_full v
)
{
ExpandBillboard (gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent);
vec3 tmpvar_1;
tmpvar_1 = (v.vertex.xyz * _Scale.xyz);
v.vertex.xyz = tmpvar_1.xyz.xyz;
vec4 tmpvar_2;
tmpvar_2.xy = v.color.xy.xy;
tmpvar_2.zw = v.texcoord1.xy.xy;
vec4 tmpvar_3;
tmpvar_3 = AnimateVertex (v.vertex, v.normal, tmpvar_2);
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
v.vertex = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = Squash (v.vertex);
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
v.vertex = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.xyz = (v.color.w * _Color.xyz).xyz;
tmpvar_7.w = _Color.w;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
v.color = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = normalize (v.normal);
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
v.normal = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = normalize (v.tangent.xyz);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
v.tangent.xyz = tmpvar_12.xyz.xyz;
}
void PositionFog (
in vec4 v,
out vec4 pos,
out float fog
)
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v);
pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = pos.z;
fog = tmpvar_2;
}
vec3 ObjSpaceViewDir (
in vec4 v
)
{
vec3 objSpaceCameraPos;
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = _WorldSpaceCameraPos.xyz.xyz;
vec3 tmpvar_2;
tmpvar_2 = ((_World2Object * tmpvar_1).xyz * unity_Scale.w);
objSpaceCameraPos = tmpvar_2;
return (objSpaceCameraPos - v.xyz);
}
vec3 ObjSpaceLightDir (
in vec4 v
)
{
vec3 objSpaceLightPos;
vec3 tmpvar_1;
tmpvar_1 = (_World2Object * _WorldSpaceLightPos0).xyz;
objSpaceLightPos = tmpvar_1;
return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
v2f_surf vert_surf (
in appdata_full v
)
{
mat3 rotation;
vec3 binormal;
v2f_surf o;
TreeVertLeaf (v);
PositionFog (v.vertex, o.pos, o.fog);
vec2 tmpvar_1;
tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o.hip_pack0 = tmpvar_1.xy.xy;
vec4 tmpvar_2;
tmpvar_2 = v.color;
o.lop_color = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = cross (v.normal, v.tangent.xyz);
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * v.tangent.w);
binormal = tmpvar_4;
mat3 tmpvar_5;
float tmpvar_6;
tmpvar_6 = v.tangent.x;
tmpvar_5[0].x = tmpvar_6;
float tmpvar_7;
tmpvar_7 = binormal.x;
tmpvar_5[0].y = tmpvar_7;
float tmpvar_8;
tmpvar_8 = v.normal.x;
tmpvar_5[0].z = tmpvar_8;
float tmpvar_9;
tmpvar_9 = v.tangent.y;
tmpvar_5[1].x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = binormal.y;
tmpvar_5[1].y = tmpvar_10;
float tmpvar_11;
tmpvar_11 = v.normal.y;
tmpvar_5[1].z = tmpvar_11;
float tmpvar_12;
tmpvar_12 = v.tangent.z;
tmpvar_5[2].x = tmpvar_12;
float tmpvar_13;
tmpvar_13 = binormal.z;
tmpvar_5[2].y = tmpvar_13;
float tmpvar_14;
tmpvar_14 = v.normal.z;
tmpvar_5[2].z = tmpvar_14;
mat3 tmpvar_15;
tmpvar_15 = (tmpvar_5);
rotation = (tmpvar_15);
vec3 tmpvar_16;
tmpvar_16 = ObjSpaceLightDir (v.vertex);
vec3 tmpvar_17;
tmpvar_17 = (rotation * tmpvar_16);
o.lightDir = tmpvar_17;
vec3 tmpvar_18;
tmpvar_18 = ObjSpaceViewDir (v.vertex);
vec3 tmpvar_19;
tmpvar_19 = (rotation * tmpvar_18);
o.viewDir = tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
o._LightCoord = tmpvar_20;
return o;
}
void main ()
{
appdata_full xlt_v;
v2f_surf xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = TANGENT.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.tangent = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_Normal.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.normal = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_v.texcoord1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_Color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_v.color = tmpvar_12;
v2f_surf tmpvar_13;
tmpvar_13 = vert_surf (xlt_v);
v2f_surf tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.pos.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_Position = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_17.x = xl_retval.fog;
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
xlv_FOG = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = xl_retval.hip_pack0.xy;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_TexCoord[0] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21 = xl_retval.lop_color.xyzw;
vec4 tmpvar_22;
tmpvar_22 = tmpvar_21;
gl_FrontColor = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = xl_retval.lightDir.xyz;
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
gl_TexCoord[1] = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25.w = 0.0;
tmpvar_25.xyz = xl_retval.viewDir.xyz;
vec4 tmpvar_26;
tmpvar_26 = tmpvar_25;
gl_TexCoord[2] = tmpvar_26;
vec4 tmpvar_27;
tmpvar_27.w = 0.0;
tmpvar_27.xyz = xl_retval._LightCoord.xyz;
vec4 tmpvar_28;
tmpvar_28 = tmpvar_27;
gl_TexCoord[3] = tmpvar_28;
}