bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Specular2-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;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec2 xll_saturate (
in vec2 x_3
)
{
vec2 tmpvar_4;
tmpvar_4 = clamp (x_3, 0.0, 1.0);
return tmpvar_4;
}
vec3 xll_saturate (
in vec3 x_5
)
{
vec3 tmpvar_6;
tmpvar_6 = clamp (x_5, 0.0, 1.0);
return tmpvar_6;
}
vec4 xll_saturate (
in vec4 x_7
)
{
vec4 tmpvar_8;
tmpvar_8 = clamp (x_7, 0.0, 1.0);
return tmpvar_8;
}
mat2 xll_saturate (
in mat2 m_9
)
{
vec2 tmpvar_10;
tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
vec2 tmpvar_11;
tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
mat2 tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_10;
tmpvar_12[0] = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_12[1] = tmpvar_14;
return tmpvar_12;
}
mat3 xll_saturate (
in mat3 m_15
)
{
vec3 tmpvar_16;
tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
vec3 tmpvar_17;
tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
mat3 tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_16;
tmpvar_19[0] = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_19[1] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_19[2] = tmpvar_22;
return tmpvar_19;
}
mat4 xll_saturate (
in mat4 m_23
)
{
vec4 tmpvar_24;
tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
vec4 tmpvar_25;
tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
mat4 tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_24;
tmpvar_28[0] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_28[1] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_28[2] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_28[3] = tmpvar_32;
return tmpvar_28;
}
void surf (
in Input IN_33,
inout SurfaceOutput o_34
)
{
vec4 c_35;
vec4 tex_36;
vec4 tmpvar_37;
tmpvar_37 = texture2D (_MainTex, IN_33.uv_MainTex);
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
tex_36 = tmpvar_38;
vec4 tmpvar_39;
tmpvar_39 = (tex_36 * _Color);
c_35 = tmpvar_39;
vec3 tmpvar_40;
tmpvar_40 = c_35.xyz;
o_34.Albedo = tmpvar_40;
vec4 tmpvar_41;
tmpvar_41 = texture2D (_Illum, IN_33.uv_Illum);
vec3 tmpvar_42;
tmpvar_42 = (c_35.xyz * tmpvar_41.w);
o_34.Emission = tmpvar_42;
float tmpvar_43;
tmpvar_43 = tex_36.w;
o_34.Gloss = tmpvar_43;
float tmpvar_44;
tmpvar_44 = c_35.w;
o_34.Alpha = tmpvar_44;
float tmpvar_45;
tmpvar_45 = _Shininess;
o_34.Specular = tmpvar_45;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s_46,
in vec4 light_47
)
{
vec4 c_48;
float spec_49;
float tmpvar_50;
tmpvar_50 = (light_47.w * s_46.Gloss);
spec_49 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = ((s_46.Albedo * light_47.xyz) + ((light_47.xyz * _SpecColor.xyz) * spec_49));
c_48.xyz = tmpvar_51.xyz.xyz;
float tmpvar_52;
tmpvar_52 = (s_46.Alpha + (spec_49 * _SpecColor.w));
c_48.w = vec4(tmpvar_52).w;
return c_48;
}
vec3 DecodeLightmap (
in vec4 color_53
)
{
return (2.0 * color_53.xyz);
}
vec4 frag_surf (
in v2f_surf IN_54
)
{
vec4 col_55;
vec3 lm_56;
vec3 lmIndirect_57;
vec3 lmFull_58;
vec4 light_59;
SurfaceOutput o_60;
Input surfIN_61;
vec2 tmpvar_62;
tmpvar_62 = IN_54.hip_pack0.xy;
surfIN_61.uv_MainTex = tmpvar_62;
vec2 tmpvar_63;
tmpvar_63 = IN_54.hip_pack0.zw;
surfIN_61.uv_Illum = tmpvar_63;
vec3 tmpvar_64;
tmpvar_64 = vec3(0.0, 0.0, 0.0);
o_60.Albedo = tmpvar_64;
vec3 tmpvar_65;
tmpvar_65 = vec3(0.0, 0.0, 0.0);
o_60.Emission = tmpvar_65;
float tmpvar_66;
tmpvar_66 = 0.0;
o_60.Specular = tmpvar_66;
float tmpvar_67;
tmpvar_67 = 0.0;
o_60.Alpha = tmpvar_67;
float tmpvar_68;
tmpvar_68 = 0.0;
o_60.Gloss = tmpvar_68;
surf (surfIN_61, o_60);
vec4 tmpvar_69;
tmpvar_69 = texture2DProj (_LightBuffer, IN_54.hip_screen);
vec4 tmpvar_70;
tmpvar_70 = tmpvar_69;
light_59 = tmpvar_70;
vec4 tmpvar_71;
tmpvar_71 = log2 (light_59);
vec4 tmpvar_72;
tmpvar_72 = -(tmpvar_71);
light_59 = tmpvar_72;
vec4 tmpvar_73;
tmpvar_73 = texture2D (unity_Lightmap, IN_54.hip_lmapFade.xy);
vec3 tmpvar_74;
tmpvar_74 = DecodeLightmap (tmpvar_73);
vec3 tmpvar_75;
tmpvar_75 = tmpvar_74;
lmFull_58 = tmpvar_75;
vec4 tmpvar_76;
tmpvar_76 = texture2D (unity_LightmapInd, IN_54.hip_lmapFade.xy);
vec3 tmpvar_77;
tmpvar_77 = DecodeLightmap (tmpvar_76);
vec3 tmpvar_78;
tmpvar_78 = tmpvar_77;
lmIndirect_57 = tmpvar_78;
float tmpvar_79;
tmpvar_79 = xll_saturate (IN_54.hip_lmapFade.z);
vec3 tmpvar_80;
tmpvar_80 = vec3(tmpvar_79);
vec3 tmpvar_81;
tmpvar_81 = mix (lmIndirect_57, lmFull_58, tmpvar_80);
vec3 tmpvar_82;
tmpvar_82 = tmpvar_81;
lm_56 = tmpvar_82;
vec3 tmpvar_83;
tmpvar_83 = (light_59.xyz + lm_56);
light_59.xyz = tmpvar_83.xyz.xyz;
vec4 tmpvar_84;
tmpvar_84 = LightingBlinnPhong_PrePass (o_60, light_59);
vec4 tmpvar_85;
tmpvar_85 = tmpvar_84;
col_55 = tmpvar_85;
vec3 tmpvar_86;
tmpvar_86 = (col_55.xyz + o_60.Emission);
col_55.xyz = tmpvar_86.xyz.xyz;
return col_55;
}
void main ()
{
v2f_surf xlt_IN_87;
vec4 xl_retval_88;
vec4 tmpvar_89;
tmpvar_89 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_87.pos = tmpvar_89;
float tmpvar_90;
tmpvar_90 = xlv_FOG.x;
xlt_IN_87.fog = tmpvar_90;
vec4 tmpvar_91;
tmpvar_91 = gl_TexCoord[0].xyzw;
vec4 tmpvar_92;
tmpvar_92 = tmpvar_91;
xlt_IN_87.hip_pack0 = tmpvar_92;
vec4 tmpvar_93;
tmpvar_93 = gl_TexCoord[1].xyzw;
vec4 tmpvar_94;
tmpvar_94 = tmpvar_93;
xlt_IN_87.hip_screen = tmpvar_94;
vec3 tmpvar_95;
tmpvar_95 = gl_TexCoord[2].xyz;
vec3 tmpvar_96;
tmpvar_96 = tmpvar_95;
xlt_IN_87.hip_lmapFade = tmpvar_96;
vec4 tmpvar_97;
tmpvar_97 = frag_surf (xlt_IN_87);
vec4 tmpvar_98;
tmpvar_98 = tmpvar_97;
xl_retval_88 = tmpvar_98;
vec4 tmpvar_99;
tmpvar_99 = xl_retval_88.xyzw;
vec4 tmpvar_100;
tmpvar_100 = tmpvar_99;
gl_FragData[0] = tmpvar_100;
}