bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Bumped_Diffuse1-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_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
vec4 UnpackNormal (
in vec4 packednormal_2
)
{
vec4 normal_3;
vec2 tmpvar_4;
tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0);
normal_3.xy = tmpvar_4.xy.xy;
float tmpvar_5;
tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
float tmpvar_6;
tmpvar_6 = tmpvar_5;
normal_3.z = vec3(tmpvar_6).z;
return normal_3;
}
void surf (
in Input IN_7,
inout SurfaceOutput o_8
)
{
vec4 c_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_10 * _Color);
c_9 = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = c_9.xyz;
o_8.Albedo = tmpvar_12;
float tmpvar_13;
tmpvar_13 = c_9.w;
o_8.Alpha = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_BumpMap, IN_7.uv_BumpMap);
vec4 tmpvar_15;
tmpvar_15 = UnpackNormal (tmpvar_14);
vec3 tmpvar_16;
tmpvar_16 = tmpvar_15.xyz;
vec3 tmpvar_17;
tmpvar_17 = tmpvar_16;
o_8.Normal = tmpvar_17;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_18,
in vec4 light_19
)
{
vec4 c_20;
vec3 tmpvar_21;
tmpvar_21 = (s_18.Albedo * light_19.xyz);
c_20.xyz = tmpvar_21.xyz.xyz;
float tmpvar_22;
tmpvar_22 = s_18.Alpha;
c_20.w = vec4(tmpvar_22).w;
return c_20;
}
vec4 frag_surf (
in v2f_surf IN_23
)
{
vec4 col_24;
vec4 light_25;
SurfaceOutput o_26;
Input surfIN_27;
vec2 tmpvar_28;
tmpvar_28 = IN_23.hip_pack0.xy;
surfIN_27.uv_MainTex = tmpvar_28;
vec3 tmpvar_29;
tmpvar_29 = vec3(0.0, 0.0, 0.0);
o_26.Albedo = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = vec3(0.0, 0.0, 0.0);
o_26.Emission = tmpvar_30;
float tmpvar_31;
tmpvar_31 = 0.0;
o_26.Specular = tmpvar_31;
float tmpvar_32;
tmpvar_32 = 0.0;
o_26.Alpha = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_26.Gloss = tmpvar_33;
surf (surfIN_27, o_26);
xll_clip ((o_26.Alpha - _Cutoff));
vec4 tmpvar_34;
tmpvar_34 = texture2DProj (_LightBuffer, IN_23.hip_screen);
vec4 tmpvar_35;
tmpvar_35 = tmpvar_34;
light_25 = tmpvar_35;
vec4 tmpvar_36;
tmpvar_36 = log2 (light_25);
vec4 tmpvar_37;
tmpvar_37 = -(tmpvar_36);
light_25 = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = (light_25.xyz + unity_Ambient.xyz);
light_25.xyz = tmpvar_38.xyz.xyz;
vec4 tmpvar_39;
tmpvar_39 = LightingLambert_PrePass (o_26, light_25);
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
col_24 = tmpvar_40;
return col_24;
}
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;
vec2 tmpvar_45;
tmpvar_45 = gl_TexCoord[0].xy;
vec2 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_IN_41.hip_pack0 = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = gl_TexCoord[1].xyzw;
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
xlt_IN_41.hip_screen = tmpvar_48;
vec4 tmpvar_49;
tmpvar_49 = frag_surf (xlt_IN_41);
vec4 tmpvar_50;
tmpvar_50 = tmpvar_49;
xl_retval_42 = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = xl_retval_42.xyzw;
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
gl_FragData[0] = tmpvar_52;
}