bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_ScreenPos1-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 {
vec4 screenPos;
};
struct v2f_surf {
vec4 pos;
float fog;
vec3 normal;
vec3 lightDir;
vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec2 uv_3;
vec2 tmpvar_4;
tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
uv_3 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
uv_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = vec3(0.5, 0.5, 0.5);
o_2.Albedo = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, uv_3);
vec3 tmpvar_8;
tmpvar_8 = (tmpvar_7.xyz * 0.5);
o_2.Emission = tmpvar_8;
}
vec4 LightingLambert (
in SurfaceOutput s_9,
in vec3 lightDir_10,
in float atten_11
)
{
vec4 c_12;
float diff_13;
float tmpvar_14;
tmpvar_14 = dot (s_9.Normal, lightDir_10);
float tmpvar_15;
tmpvar_15 = max (0.0, tmpvar_14);
float tmpvar_16;
tmpvar_16 = tmpvar_15;
diff_13 = tmpvar_16;
vec3 tmpvar_17;
tmpvar_17 = ((s_9.Albedo * _LightColor0.xyz) * ((diff_13 * atten_11) * 2.0));
c_12.xyz = tmpvar_17.xyz.xyz;
float tmpvar_18;
tmpvar_18 = s_9.Alpha;
c_12.w = vec4(tmpvar_18).w;
return c_12;
}
vec4 frag_surf (
in v2f_surf IN_19
)
{
vec4 c_20;
vec3 lightDir_21;
Input surfIN_22;
SurfaceOutput o_23;
vec3 tmpvar_24;
tmpvar_24 = vec3(0.0, 0.0, 0.0);
o_23.Albedo = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = vec3(0.0, 0.0, 0.0);
o_23.Emission = tmpvar_25;
float tmpvar_26;
tmpvar_26 = 0.0;
o_23.Specular = tmpvar_26;
float tmpvar_27;
tmpvar_27 = 0.0;
o_23.Alpha = tmpvar_27;
float tmpvar_28;
tmpvar_28 = 0.0;
o_23.Gloss = tmpvar_28;
vec3 tmpvar_29;
tmpvar_29 = IN_19.normal;
o_23.Normal = tmpvar_29;
surf (surfIN_22, o_23);
vec3 tmpvar_30;
tmpvar_30 = IN_19.lightDir;
lightDir_21 = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = normalize (lightDir_21);
vec3 tmpvar_32;
tmpvar_32 = tmpvar_31;
lightDir_21 = tmpvar_32;
float tmpvar_33;
tmpvar_33 = dot (IN_19._LightCoord, IN_19._LightCoord);
vec2 tmpvar_34;
tmpvar_34 = vec2(tmpvar_33);
vec2 tmpvar_35;
tmpvar_35 = tmpvar_34.xy;
vec4 tmpvar_36;
tmpvar_36 = texture2D (_LightTextureB0, tmpvar_35);
vec4 tmpvar_37;
tmpvar_37 = textureCube (_LightTexture0, IN_19._LightCoord);
vec4 tmpvar_38;
tmpvar_38 = LightingLambert (o_23, lightDir_21, (tmpvar_36.w * tmpvar_37.w));
vec4 tmpvar_39;
tmpvar_39 = tmpvar_38;
c_20 = tmpvar_39;
float tmpvar_40;
tmpvar_40 = 0.0;
c_20.w = vec4(tmpvar_40).w;
return c_20;
}
void main ()
{
v2f_surf xlt_IN_41;
vec4 xl_retval_42;
vec4 tmpvar_43;
tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_41.pos = tmpvar_43;
float tmpvar_44;
tmpvar_44 = xlv_FOG.x;
xlt_IN_41.fog = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = gl_TexCoord[0].xyz;
vec3 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_IN_41.normal = tmpvar_46;
vec3 tmpvar_47;
tmpvar_47 = gl_TexCoord[1].xyz;
vec3 tmpvar_48;
tmpvar_48 = tmpvar_47;
xlt_IN_41.lightDir = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = gl_TexCoord[2].xyz;
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_41._LightCoord = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = frag_surf (xlt_IN_41);
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
xl_retval_42 = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = xl_retval_42.xyzw;
vec4 tmpvar_54;
tmpvar_54 = tmpvar_53;
gl_FragData[0] = tmpvar_54;
}