bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Decal2-ir.txt

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2012-10-07 23:41:18 -04:00
struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_DecalTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _DecalTex;
uniform vec4 _Color;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 decal_3;
vec4 c_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
c_4 = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_DecalTex, IN_1.uv_DecalTex);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
decal_3 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = vec3(decal_3.w);
vec3 tmpvar_10;
tmpvar_10 = mix (c_4.xyz, decal_3.xyz, tmpvar_9);
vec3 tmpvar_11;
tmpvar_11 = tmpvar_10;
c_4.xyz = tmpvar_11.xyz.xyz;
vec4 tmpvar_12;
tmpvar_12 = (c_4 * _Color);
c_4 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = c_4.xyz;
o_2.Albedo = tmpvar_13;
float tmpvar_14;
tmpvar_14 = c_4.w;
o_2.Alpha = tmpvar_14;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_15,
in vec4 light_16
)
{
vec4 c_17;
vec3 tmpvar_18;
tmpvar_18 = (s_15.Albedo * light_16.xyz);
c_17.xyz = tmpvar_18.xyz.xyz;
float tmpvar_19;
tmpvar_19 = s_15.Alpha;
c_17.w = vec4(tmpvar_19).w;
return c_17;
}
vec4 frag_surf (
in v2f_surf IN_20
)
{
vec4 col_21;
vec4 light_22;
SurfaceOutput o_23;
Input surfIN_24;
vec2 tmpvar_25;
tmpvar_25 = IN_20.hip_pack0.xy;
surfIN_24.uv_MainTex = tmpvar_25;
vec2 tmpvar_26;
tmpvar_26 = IN_20.hip_pack0.zw;
surfIN_24.uv_DecalTex = tmpvar_26;
vec3 tmpvar_27;
tmpvar_27 = vec3(0.0, 0.0, 0.0);
o_23.Albedo = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = vec3(0.0, 0.0, 0.0);
o_23.Emission = tmpvar_28;
float tmpvar_29;
tmpvar_29 = 0.0;
o_23.Specular = tmpvar_29;
float tmpvar_30;
tmpvar_30 = 0.0;
o_23.Alpha = tmpvar_30;
float tmpvar_31;
tmpvar_31 = 0.0;
o_23.Gloss = tmpvar_31;
surf (surfIN_24, o_23);
vec4 tmpvar_32;
tmpvar_32 = texture2DProj (_LightBuffer, IN_20.hip_screen);
vec4 tmpvar_33;
tmpvar_33 = tmpvar_32;
light_22 = tmpvar_33;
vec4 tmpvar_34;
tmpvar_34 = log2 (light_22);
vec4 tmpvar_35;
tmpvar_35 = -(tmpvar_34);
light_22 = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = (light_22.xyz + unity_Ambient.xyz);
light_22.xyz = tmpvar_36.xyz.xyz;
vec4 tmpvar_37;
tmpvar_37 = LightingLambert_PrePass (o_23, light_22);
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
col_21 = tmpvar_38;
return col_21;
}
void main ()
{
v2f_surf xlt_IN_39;
vec4 xl_retval_40;
vec4 tmpvar_41;
tmpvar_41 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_39.pos = tmpvar_41;
float tmpvar_42;
tmpvar_42 = xlv_FOG.x;
xlt_IN_39.fog = tmpvar_42;
vec4 tmpvar_43;
tmpvar_43 = gl_TexCoord[0].xyzw;
vec4 tmpvar_44;
tmpvar_44 = tmpvar_43;
xlt_IN_39.hip_pack0 = tmpvar_44;
vec4 tmpvar_45;
tmpvar_45 = gl_TexCoord[1].xyzw;
vec4 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_IN_39.hip_screen = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = frag_surf (xlt_IN_39);
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
xl_retval_40 = tmpvar_48;
vec4 tmpvar_49;
tmpvar_49 = xl_retval_40.xyzw;
vec4 tmpvar_50;
tmpvar_50 = tmpvar_49;
gl_FragData[0] = tmpvar_50;
}