bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Legacy_Shaders_Lightmapped_Diffuse-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 uv2_LightMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightMap;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 lm_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
vec3 tmpvar_5;
tmpvar_5 = _Color.xyz;
vec3 tmpvar_6;
tmpvar_6 = (tmpvar_4.xyz * tmpvar_5);
o_2.Albedo = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_LightMap, IN_1.uv2_LightMap);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
lm_3 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = (lm_3.xyz * o_2.Albedo.xyz);
o_2.Emission = tmpvar_9;
float tmpvar_10;
tmpvar_10 = (lm_3.w * _Color.w);
o_2.Alpha = tmpvar_10;
}
float UnitySpotCookie (
in vec4 LightCoord_11
)
{
vec4 tmpvar_12;
tmpvar_12 = texture2D (_LightTexture0, ((LightCoord_11.xy / LightCoord_11.w) + 0.5));
return tmpvar_12.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_13
)
{
float tmpvar_14;
tmpvar_14 = dot (LightCoord_13, LightCoord_13);
vec2 tmpvar_15;
tmpvar_15 = vec2(tmpvar_14);
vec2 tmpvar_16;
tmpvar_16 = tmpvar_15.xy;
vec4 tmpvar_17;
tmpvar_17 = texture2D (_LightTextureB0, tmpvar_16);
return tmpvar_17.w;
}
vec4 LightingLambert (
in SurfaceOutput s_18,
in vec3 lightDir_19,
in float atten_20
)
{
vec4 c_21;
float diff_22;
float tmpvar_23;
tmpvar_23 = dot (s_18.Normal, lightDir_19);
float tmpvar_24;
tmpvar_24 = max (0.0, tmpvar_23);
float tmpvar_25;
tmpvar_25 = tmpvar_24;
diff_22 = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0));
c_21.xyz = tmpvar_26.xyz.xyz;
float tmpvar_27;
tmpvar_27 = s_18.Alpha;
c_21.w = vec4(tmpvar_27).w;
return c_21;
}
vec4 frag_surf (
in v2f_surf IN_28
)
{
vec4 c_29;
vec3 lightDir_30;
SurfaceOutput o_31;
Input surfIN_32;
vec2 tmpvar_33;
tmpvar_33 = IN_28.hip_pack0.xy;
surfIN_32.uv_MainTex = tmpvar_33;
vec3 tmpvar_34;
tmpvar_34 = vec3(0.0, 0.0, 0.0);
o_31.Albedo = tmpvar_34;
vec3 tmpvar_35;
tmpvar_35 = vec3(0.0, 0.0, 0.0);
o_31.Emission = tmpvar_35;
float tmpvar_36;
tmpvar_36 = 0.0;
o_31.Specular = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.0;
o_31.Alpha = tmpvar_37;
float tmpvar_38;
tmpvar_38 = 0.0;
o_31.Gloss = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = IN_28.normal;
o_31.Normal = tmpvar_39;
surf (surfIN_32, o_31);
vec3 tmpvar_40;
tmpvar_40 = IN_28.lightDir;
lightDir_30 = tmpvar_40;
vec3 tmpvar_41;
tmpvar_41 = normalize (lightDir_30);
vec3 tmpvar_42;
tmpvar_42 = tmpvar_41;
lightDir_30 = tmpvar_42;
float tmpvar_43;
tmpvar_43 = UnitySpotCookie (IN_28._LightCoord);
float tmpvar_44;
tmpvar_44 = UnitySpotAttenuate (IN_28._LightCoord.xyz);
vec4 tmpvar_45;
tmpvar_45 = LightingLambert (o_31, lightDir_30, ((float((IN_28._LightCoord.z > 0.0)) * tmpvar_43) * tmpvar_44));
vec4 tmpvar_46;
tmpvar_46 = tmpvar_45;
c_29 = tmpvar_46;
float tmpvar_47;
tmpvar_47 = 0.0;
c_29.w = vec4(tmpvar_47).w;
return c_29;
}
void main ()
{
v2f_surf xlt_IN_48;
vec4 xl_retval_49;
vec4 tmpvar_50;
tmpvar_50 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_48.pos = tmpvar_50;
float tmpvar_51;
tmpvar_51 = xlv_FOG.x;
xlt_IN_48.fog = tmpvar_51;
vec2 tmpvar_52;
tmpvar_52 = gl_TexCoord[0].xy;
vec2 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_48.hip_pack0 = tmpvar_53;
vec3 tmpvar_54;
tmpvar_54 = gl_TexCoord[1].xyz;
vec3 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_48.normal = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = gl_TexCoord[2].xyz;
vec3 tmpvar_57;
tmpvar_57 = tmpvar_56;
xlt_IN_48.lightDir = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = gl_TexCoord[3].xyzw;
vec4 tmpvar_59;
tmpvar_59 = tmpvar_58;
xlt_IN_48._LightCoord = tmpvar_59;
vec4 tmpvar_60;
tmpvar_60 = frag_surf (xlt_IN_48);
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
xl_retval_49 = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = xl_retval_49.xyzw;
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
gl_FragData[0] = tmpvar_63;
}