bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_TerrainEngine_Splatmap_Lightmap-AddPass-ir.txt

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2012-10-07 23:41:18 -04:00
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_pack1;
vec2 hip_pack2;
vec3 normal;
vec3 vlight;
vec4 _ShadowCoord;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec3 unity_LightColor3;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightAtten0;
uniform vec4 _Splat3_ST;
uniform vec4 _Splat2_ST;
uniform vec4 _Splat1_ST;
uniform vec4 _Splat0_ST;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _Control_ST;
mat3 xll_constructMat3 (
in mat4 m_1
)
{
vec3 tmpvar_2;
tmpvar_2 = m_1[0].xyz;
vec3 tmpvar_3;
tmpvar_3 = m_1[1].xyz;
vec3 tmpvar_4;
tmpvar_4 = m_1[2].xyz;
mat3 tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
tmpvar_5[0] = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
tmpvar_5[1] = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_4;
tmpvar_5[2] = tmpvar_8;
return tmpvar_5;
}
vec3 ShadeSH9 (
in vec4 normal_9
)
{
vec3 x3_10;
float vC_11;
vec3 x2_12;
vec4 vB_13;
vec3 x1_14;
float tmpvar_15;
tmpvar_15 = dot (unity_SHAr, normal_9);
float tmpvar_16;
tmpvar_16 = tmpvar_15;
x1_14.x = tmpvar_16;
float tmpvar_17;
tmpvar_17 = dot (unity_SHAg, normal_9);
float tmpvar_18;
tmpvar_18 = tmpvar_17;
x1_14.y = vec2(tmpvar_18).y;
float tmpvar_19;
tmpvar_19 = dot (unity_SHAb, normal_9);
float tmpvar_20;
tmpvar_20 = tmpvar_19;
x1_14.z = vec3(tmpvar_20).z;
vec4 tmpvar_21;
tmpvar_21 = (normal_9.xyzz * normal_9.yzzx);
vB_13 = tmpvar_21;
float tmpvar_22;
tmpvar_22 = dot (unity_SHBr, vB_13);
float tmpvar_23;
tmpvar_23 = tmpvar_22;
x2_12.x = tmpvar_23;
float tmpvar_24;
tmpvar_24 = dot (unity_SHBg, vB_13);
float tmpvar_25;
tmpvar_25 = tmpvar_24;
x2_12.y = vec2(tmpvar_25).y;
float tmpvar_26;
tmpvar_26 = dot (unity_SHBb, vB_13);
float tmpvar_27;
tmpvar_27 = tmpvar_26;
x2_12.z = vec3(tmpvar_27).z;
float tmpvar_28;
tmpvar_28 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
vC_11 = tmpvar_28;
vec3 tmpvar_29;
tmpvar_29 = (unity_SHC.xyz * vC_11);
x3_10 = tmpvar_29;
return ((x1_14 + x2_12) + x3_10);
}
vec3 Shade4PointLights (
in vec4 lightPosX_30,
in vec4 lightPosY_31,
in vec4 lightPosZ_32,
in vec3 lightColor0_33,
in vec3 lightColor1_34,
in vec3 lightColor2_35,
in vec3 lightColor3_36,
in vec4 lightAttenSq_37,
in vec3 pos_38,
in vec3 normal_39
)
{
vec3 col_40;
vec4 diff_41;
vec4 atten_42;
vec4 corr_43;
vec4 ndotl_44;
vec4 lengthSq_45;
vec4 toLightZ_46;
vec4 toLightY_47;
vec4 toLightX_48;
vec4 tmpvar_49;
tmpvar_49 = (lightPosX_30 - pos_38.x);
toLightX_48 = tmpvar_49;
vec4 tmpvar_50;
tmpvar_50 = (lightPosY_31 - pos_38.y);
toLightY_47 = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = (lightPosZ_32 - pos_38.z);
toLightZ_46 = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = vec4(0.0, 0.0, 0.0, 0.0);
lengthSq_45 = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = (lengthSq_45 + (toLightX_48 * toLightX_48));
lengthSq_45 = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = (lengthSq_45 + (toLightY_47 * toLightY_47));
lengthSq_45 = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = (lengthSq_45 + (toLightZ_46 * toLightZ_46));
lengthSq_45 = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = vec4(0.0, 0.0, 0.0, 0.0);
ndotl_44 = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = (ndotl_44 + (toLightX_48 * normal_39.x));
ndotl_44 = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = (ndotl_44 + (toLightY_47 * normal_39.y));
ndotl_44 = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = (ndotl_44 + (toLightZ_46 * normal_39.z));
ndotl_44 = tmpvar_59;
vec4 tmpvar_60;
tmpvar_60 = inversesqrt (lengthSq_45);
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
corr_43 = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_44 * corr_43));
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
ndotl_44 = tmpvar_63;
vec4 tmpvar_64;
tmpvar_64 = (1.0 / (1.0 + (lengthSq_45 * lightAttenSq_37)));
atten_42 = tmpvar_64;
vec4 tmpvar_65;
tmpvar_65 = (ndotl_44 * atten_42);
diff_41 = tmpvar_65;
vec3 tmpvar_66;
tmpvar_66 = vec3(0.0, 0.0, 0.0);
col_40 = tmpvar_66;
vec3 tmpvar_67;
tmpvar_67 = (col_40 + (lightColor0_33 * diff_41.x));
col_40 = tmpvar_67;
vec3 tmpvar_68;
tmpvar_68 = (col_40 + (lightColor1_34 * diff_41.y));
col_40 = tmpvar_68;
vec3 tmpvar_69;
tmpvar_69 = (col_40 + (lightColor2_35 * diff_41.z));
col_40 = tmpvar_69;
vec3 tmpvar_70;
tmpvar_70 = (col_40 + (lightColor3_36 * diff_41.w));
col_40 = tmpvar_70;
return col_40;
}
void PositionFog (
in vec4 v_71,
out vec4 pos_72,
out float fog_73
)
{
vec4 tmpvar_74;
tmpvar_74 = (gl_ModelViewProjectionMatrix * v_71);
pos_72 = tmpvar_74;
float tmpvar_75;
tmpvar_75 = pos_72.z;
fog_73 = tmpvar_75;
}
vec4 ComputeScreenPos (
in vec4 pos_76
)
{
vec4 o_77;
vec4 tmpvar_78;
tmpvar_78 = (pos_76 * 0.5);
o_77 = tmpvar_78;
vec2 tmpvar_79;
tmpvar_79.x = o_77.x;
tmpvar_79.y = (o_77.y * _ProjectionParams.x);
vec2 tmpvar_80;
tmpvar_80 = (tmpvar_79 + o_77.w);
o_77.xy = tmpvar_80.xy.xy;
vec2 tmpvar_81;
tmpvar_81 = pos_76.zw;
o_77.zw = tmpvar_81.xxxy.zw;
return o_77;
}
v2f_surf vert_surf (
in appdata_full v_82
)
{
vec3 worldPos_83;
vec3 shlight_84;
vec3 worldN_85;
v2f_surf o_86;
PositionFog (v_82.vertex, o_86.pos, o_86.fog);
vec2 tmpvar_87;
tmpvar_87 = ((v_82.texcoord.xy * _Control_ST.xy) + _Control_ST.zw);
o_86.hip_pack0.xy = tmpvar_87.xy.xy;
vec2 tmpvar_88;
tmpvar_88 = ((v_82.texcoord.xy * _Splat0_ST.xy) + _Splat0_ST.zw);
o_86.hip_pack0.zw = tmpvar_88.xxxy.zw;
vec2 tmpvar_89;
tmpvar_89 = ((v_82.texcoord.xy * _Splat1_ST.xy) + _Splat1_ST.zw);
o_86.hip_pack1.xy = tmpvar_89.xy.xy;
vec2 tmpvar_90;
tmpvar_90 = ((v_82.texcoord.xy * _Splat2_ST.xy) + _Splat2_ST.zw);
o_86.hip_pack1.zw = tmpvar_90.xxxy.zw;
vec2 tmpvar_91;
tmpvar_91 = ((v_82.texcoord.xy * _Splat3_ST.xy) + _Splat3_ST.zw);
o_86.hip_pack2 = tmpvar_91.xy.xy;
mat3 tmpvar_92;
tmpvar_92 = xll_constructMat3 (_Object2World);
vec3 tmpvar_93;
tmpvar_93 = (tmpvar_92 * (v_82.normal * unity_Scale.w));
worldN_85 = tmpvar_93;
vec3 tmpvar_94;
tmpvar_94 = worldN_85;
o_86.normal = tmpvar_94;
vec4 tmpvar_95;
tmpvar_95.w = 1.0;
tmpvar_95.xyz = worldN_85.xyz;
vec3 tmpvar_96;
tmpvar_96 = ShadeSH9 (tmpvar_95);
vec3 tmpvar_97;
tmpvar_97 = tmpvar_96;
shlight_84 = tmpvar_97;
vec3 tmpvar_98;
tmpvar_98 = shlight_84;
o_86.vlight = tmpvar_98;
vec3 tmpvar_99;
tmpvar_99 = (_Object2World * v_82.vertex).xyz;
worldPos_83 = tmpvar_99;
vec3 tmpvar_100;
tmpvar_100 = Shade4PointLights (unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3, unity_4LightAtten0, worldPos_83, worldN_85);
vec3 tmpvar_101;
tmpvar_101 = (o_86.vlight + tmpvar_100);
o_86.vlight = tmpvar_101;
vec4 tmpvar_102;
tmpvar_102 = ComputeScreenPos (o_86.pos);
vec4 tmpvar_103;
tmpvar_103 = tmpvar_102;
o_86._ShadowCoord = tmpvar_103;
return o_86;
}
void main ()
{
appdata_full xlt_v_104;
v2f_surf xl_retval_105;
vec4 tmpvar_106;
tmpvar_106 = gl_Vertex.xyzw;
vec4 tmpvar_107;
tmpvar_107 = tmpvar_106;
xlt_v_104.vertex = tmpvar_107;
vec4 tmpvar_108;
tmpvar_108 = TANGENT.xyzw;
vec4 tmpvar_109;
tmpvar_109 = tmpvar_108;
xlt_v_104.tangent = tmpvar_109;
vec3 tmpvar_110;
tmpvar_110 = gl_Normal.xyz;
vec3 tmpvar_111;
tmpvar_111 = tmpvar_110;
xlt_v_104.normal = tmpvar_111;
vec4 tmpvar_112;
tmpvar_112 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_113;
tmpvar_113 = tmpvar_112;
xlt_v_104.texcoord = tmpvar_113;
vec4 tmpvar_114;
tmpvar_114 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_115;
tmpvar_115 = tmpvar_114;
xlt_v_104.texcoord1 = tmpvar_115;
vec4 tmpvar_116;
tmpvar_116 = gl_Color.xyzw;
vec4 tmpvar_117;
tmpvar_117 = tmpvar_116;
xlt_v_104.color = tmpvar_117;
v2f_surf tmpvar_118;
tmpvar_118 = vert_surf (xlt_v_104);
v2f_surf tmpvar_119;
tmpvar_119 = tmpvar_118;
xl_retval_105 = tmpvar_119;
vec4 tmpvar_120;
tmpvar_120 = xl_retval_105.pos.xyzw;
vec4 tmpvar_121;
tmpvar_121 = tmpvar_120;
gl_Position = tmpvar_121;
vec4 tmpvar_122;
tmpvar_122.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_122.x = xl_retval_105.fog;
vec4 tmpvar_123;
tmpvar_123 = tmpvar_122;
xlv_FOG = tmpvar_123;
vec4 tmpvar_124;
tmpvar_124 = xl_retval_105.hip_pack0.xyzw;
vec4 tmpvar_125;
tmpvar_125 = tmpvar_124;
gl_TexCoord[0] = tmpvar_125;
vec4 tmpvar_126;
tmpvar_126 = xl_retval_105.hip_pack1.xyzw;
vec4 tmpvar_127;
tmpvar_127 = tmpvar_126;
gl_TexCoord[1] = tmpvar_127;
vec4 tmpvar_128;
tmpvar_128.zw = vec2(0.0, 0.0);
tmpvar_128.xy = xl_retval_105.hip_pack2.xy;
vec4 tmpvar_129;
tmpvar_129 = tmpvar_128;
gl_TexCoord[2] = tmpvar_129;
vec4 tmpvar_130;
tmpvar_130.w = 0.0;
tmpvar_130.xyz = xl_retval_105.normal.xyz;
vec4 tmpvar_131;
tmpvar_131 = tmpvar_130;
gl_TexCoord[3] = tmpvar_131;
vec4 tmpvar_132;
tmpvar_132.w = 0.0;
tmpvar_132.xyz = xl_retval_105.vlight.xyz;
vec4 tmpvar_133;
tmpvar_133 = tmpvar_132;
gl_TexCoord[4] = tmpvar_133;
vec4 tmpvar_134;
tmpvar_134 = xl_retval_105._ShadowCoord.xyzw;
vec4 tmpvar_135;
tmpvar_135 = tmpvar_134;
gl_TexCoord[5] = tmpvar_135;
}