bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-FX_Glass_Stained_BumpDistort-ir.txt

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2012-04-03 23:30:07 -04:00
struct v2f {
vec4 vertex;
vec4 uvgrab;
vec2 uvbump;
vec2 uvmain;
};
uniform sampler2D _MainTex;
uniform vec4 _GrabTexture_TexelSize;
uniform sampler2D _GrabTexture;
uniform sampler2D _BumpMap;
uniform float _BumpAmt;
vec4 UnpackNormal (
in vec4 packednormal
)
{
vec4 normal;
vec2 tmpvar_1;
tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
normal.xy = tmpvar_1.xy.xy;
float tmpvar_2;
tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
float tmpvar_3;
tmpvar_3 = tmpvar_2;
normal.z = vec3(tmpvar_3).z;
return normal;
}
vec4 frag (
in v2f i
)
{
vec4 tint;
vec4 col;
vec2 offset;
vec2 bump;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_BumpMap, i.uvbump);
vec4 tmpvar_2;
tmpvar_2 = UnpackNormal (tmpvar_1);
vec2 tmpvar_3;
tmpvar_3 = tmpvar_2.xy;
bump = tmpvar_3;
vec2 tmpvar_4;
tmpvar_4 = ((bump * _BumpAmt) * _GrabTexture_TexelSize.xy);
offset = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = ((offset * i.uvgrab.z) + i.uvgrab.xy);
i.uvgrab.xy = tmpvar_5.xy.xy;
vec4 tmpvar_6;
tmpvar_6 = texture2DProj (_GrabTexture, i.uvgrab);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
col = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, i.uvmain);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
tint = tmpvar_9;
return (col * tint);
}
void main ()
{
v2f xlt_i;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i.vertex = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xyzw;
vec4 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_i.uvgrab = tmpvar_3;
vec2 tmpvar_4;
tmpvar_4 = gl_TexCoord[1].xy;
vec2 tmpvar_5;
tmpvar_5 = tmpvar_4;
xlt_i.uvbump = tmpvar_5;
vec2 tmpvar_6;
tmpvar_6 = gl_TexCoord[2].xy;
vec2 tmpvar_7;
tmpvar_7 = tmpvar_6;
xlt_i.uvmain = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = frag (xlt_i);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
xl_retval = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = xl_retval.xyzw;
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
gl_FragData[0] = tmpvar_11;
}