bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Bumped_Specular1-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_Illum;
vec2 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
vec4 UnpackNormal (
in vec4 packednormal_1
)
{
vec4 normal_2;
vec2 tmpvar_3;
tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
normal_2.xy = tmpvar_3.xy.xy;
float tmpvar_4;
tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
float tmpvar_5;
tmpvar_5 = tmpvar_4;
normal_2.z = vec3(tmpvar_5).z;
return normal_2;
}
void surf (
in Input IN_6,
inout SurfaceOutput o_7
)
{
vec4 c_8;
vec4 tex_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
tex_9 = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = (tex_9 * _Color);
c_8 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = c_8.xyz;
o_7.Albedo = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_Illum, IN_6.uv_Illum);
vec3 tmpvar_15;
tmpvar_15 = (c_8.xyz * tmpvar_14.w);
o_7.Emission = tmpvar_15;
float tmpvar_16;
tmpvar_16 = tex_9.w;
o_7.Gloss = tmpvar_16;
float tmpvar_17;
tmpvar_17 = c_8.w;
o_7.Alpha = tmpvar_17;
float tmpvar_18;
tmpvar_18 = _Shininess;
o_7.Specular = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19 = texture2D (_BumpMap, IN_6.uv_BumpMap);
vec4 tmpvar_20;
tmpvar_20 = UnpackNormal (tmpvar_19);
vec3 tmpvar_21;
tmpvar_21 = tmpvar_20.xyz;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_21;
o_7.Normal = tmpvar_22;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s_23,
in vec4 light_24
)
{
vec4 c_25;
float spec_26;
float tmpvar_27;
tmpvar_27 = (light_24.w * s_23.Gloss);
spec_26 = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = ((s_23.Albedo * light_24.xyz) + ((light_24.xyz * _SpecColor.xyz) * spec_26));
c_25.xyz = tmpvar_28.xyz.xyz;
float tmpvar_29;
tmpvar_29 = (s_23.Alpha + (spec_26 * _SpecColor.w));
c_25.w = vec4(tmpvar_29).w;
return c_25;
}
vec4 frag_surf (
in v2f_surf IN_30
)
{
vec4 col_31;
vec4 light_32;
SurfaceOutput o_33;
Input surfIN_34;
vec2 tmpvar_35;
tmpvar_35 = IN_30.hip_pack0.xy;
surfIN_34.uv_MainTex = tmpvar_35;
vec2 tmpvar_36;
tmpvar_36 = IN_30.hip_pack0.zw;
surfIN_34.uv_Illum = tmpvar_36;
vec3 tmpvar_37;
tmpvar_37 = vec3(0.0, 0.0, 0.0);
o_33.Albedo = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = vec3(0.0, 0.0, 0.0);
o_33.Emission = tmpvar_38;
float tmpvar_39;
tmpvar_39 = 0.0;
o_33.Specular = tmpvar_39;
float tmpvar_40;
tmpvar_40 = 0.0;
o_33.Alpha = tmpvar_40;
float tmpvar_41;
tmpvar_41 = 0.0;
o_33.Gloss = tmpvar_41;
surf (surfIN_34, o_33);
vec4 tmpvar_42;
tmpvar_42 = texture2DProj (_LightBuffer, IN_30.hip_screen);
vec4 tmpvar_43;
tmpvar_43 = tmpvar_42;
light_32 = tmpvar_43;
vec4 tmpvar_44;
tmpvar_44 = log2 (light_32);
vec4 tmpvar_45;
tmpvar_45 = -(tmpvar_44);
light_32 = tmpvar_45;
vec3 tmpvar_46;
tmpvar_46 = (light_32.xyz + unity_Ambient.xyz);
light_32.xyz = tmpvar_46.xyz.xyz;
vec4 tmpvar_47;
tmpvar_47 = LightingBlinnPhong_PrePass (o_33, light_32);
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
col_31 = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = (col_31.xyz + o_33.Emission);
col_31.xyz = tmpvar_49.xyz.xyz;
return col_31;
}
void main ()
{
v2f_surf xlt_IN_50;
vec4 xl_retval_51;
vec4 tmpvar_52;
tmpvar_52 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_50.pos = tmpvar_52;
float tmpvar_53;
tmpvar_53 = xlv_FOG.x;
xlt_IN_50.fog = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = gl_TexCoord[0].xyzw;
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_50.hip_pack0 = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = gl_TexCoord[1].xyzw;
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
xlt_IN_50.hip_screen = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = frag_surf (xlt_IN_50);
vec4 tmpvar_59;
tmpvar_59 = tmpvar_58;
xl_retval_51 = tmpvar_59;
vec4 tmpvar_60;
tmpvar_60 = xl_retval_51.xyzw;
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
gl_FragData[0] = tmpvar_61;
}