bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_TerrainEngine_Details_BillboardWavingDoublePass-ir.txt

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2012-04-03 23:30:07 -04:00
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 normal;
vec3 vlight;
};
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 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
mat3 xll_constructMat3 (
in mat4 m
)
{
vec3 tmpvar_1;
tmpvar_1 = m[0].xyz;
vec3 tmpvar_2;
tmpvar_2 = m[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = m[2].xyz;
mat3 tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = tmpvar_1;
tmpvar_4[0] = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
tmpvar_4[1] = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
tmpvar_4[2] = tmpvar_7;
return tmpvar_4;
}
void FastSinCos (
in vec4 val,
out vec4 s,
out vec4 c
)
{
vec4 cos8;
vec4 sin7;
vec4 r3;
vec4 r2;
vec4 r1;
vec4 r8;
vec4 r7;
vec4 r6;
vec4 r5;
vec4 tmpvar_1;
tmpvar_1 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
sin7 = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
cos8 = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = ((val * 6.40885) - 3.14159);
val = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = (val * val);
r5 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (r5 * r5);
r6 = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = (r6 * r5);
r7 = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = (r6 * r5);
r8 = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (r5 * val);
r1 = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = (r1 * r5);
r2 = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = (r2 * r5);
r3 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = (((val + (r1 * sin7.y)) + (r2 * sin7.z)) + (r3 * sin7.w));
s = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = ((((1.0 + (r5 * cos8.x)) + (r6 * cos8.y)) + (r7 * cos8.z)) + (r8 * cos8.w));
c = tmpvar_12;
}
void TerrainWaveGrass (
inout vec4 vertex,
in float waveAmount,
in vec3 color,
out vec4 outColor
)
{
vec3 waveColor;
vec3 waveMove;
float lighting;
vec4 c;
vec4 s;
vec4 waves;
vec4 _waveZmove;
vec4 _waveXmove;
vec4 waveSpeed;
vec4 _waveZSize;
vec4 _waveXSize;
vec4 tmpvar_1;
tmpvar_1 = vec4(1.2, 2.0, 1.6, 4.8);
waveSpeed = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = vec4(0.024, 0.04, -0.12, 0.096);
_waveXmove = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = vec4(0.006, 0.02, -0.02, 0.1);
_waveZmove = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
waveMove = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
_waveXSize = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
_waveZSize = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = (vertex.x * _waveXSize);
waves = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (waves + (vertex.z * _waveZSize));
waves = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = (waves + (_WaveAndDistance.x * waveSpeed));
waves = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = fract (waves);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
waves = tmpvar_11;
FastSinCos (waves, s, c);
vec4 tmpvar_12;
tmpvar_12 = (s * s);
s = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = (s * s);
s = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
float tmpvar_15;
tmpvar_15 = dot (s, tmpvar_14);
float tmpvar_16;
tmpvar_16 = (tmpvar_15 * 0.7);
lighting = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = (s * waveAmount);
s = tmpvar_17;
float tmpvar_18;
tmpvar_18 = dot (s, _waveXmove);
float tmpvar_19;
tmpvar_19 = tmpvar_18;
waveMove.x = tmpvar_19;
float tmpvar_20;
tmpvar_20 = dot (s, _waveZmove);
float tmpvar_21;
tmpvar_21 = tmpvar_20;
waveMove.z = vec3(tmpvar_21).z;
vec2 tmpvar_22;
tmpvar_22 = (vertex.xz - (waveMove.xz * _WaveAndDistance.z));
vertex.xz = tmpvar_22.xxy.xz;
vec3 tmpvar_23;
tmpvar_23 = vec3(lighting);
vec3 tmpvar_24;
tmpvar_24 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_23);
vec3 tmpvar_25;
tmpvar_25 = tmpvar_24;
waveColor = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = ((color * waveColor) * 2.0);
outColor.xyz = tmpvar_26.xyz.xyz;
float tmpvar_27;
tmpvar_27 = 1.0;
outColor.w = vec4(tmpvar_27).w;
}
void TerrainBillboardGrass (
inout vec4 pos,
in vec2 offset
)
{
vec3 grasspos;
vec3 tmpvar_1;
tmpvar_1 = (pos.xyz - _CameraPosition.xyz);
grasspos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = dot (grasspos, grasspos);
if ((tmpvar_2 > _WaveAndDistance.w)) {
vec2 tmpvar_3;
tmpvar_3 = vec2(0.0, 0.0);
offset = tmpvar_3;
};
vec3 tmpvar_4;
tmpvar_4 = (pos.xyz + (offset.x * _CameraRight.xyz));
pos.xyz = tmpvar_4.xyz.xyz;
vec3 tmpvar_5;
tmpvar_5 = (pos.xyz + (offset.y * _CameraUp.xyz));
pos.xyz = tmpvar_5.xyz.xyz;
}
void vert (
inout appdata_full v
)
{
vec4 color;
float waveAmount;
TerrainBillboardGrass (v.vertex, v.tangent.xy);
float tmpvar_1;
tmpvar_1 = v.tangent.y;
waveAmount = tmpvar_1;
TerrainWaveGrass (v.vertex, waveAmount, v.color.xyz, color);
vec4 tmpvar_2;
tmpvar_2 = color;
v.color = tmpvar_2;
}
vec3 ShadeSH9 (
in vec4 normal
)
{
vec3 x3;
float vC;
vec3 x2;
vec4 vB;
vec3 x1;
float tmpvar_1;
tmpvar_1 = dot (unity_SHAr, normal);
float tmpvar_2;
tmpvar_2 = tmpvar_1;
x1.x = tmpvar_2;
float tmpvar_3;
tmpvar_3 = dot (unity_SHAg, normal);
float tmpvar_4;
tmpvar_4 = tmpvar_3;
x1.y = vec2(tmpvar_4).y;
float tmpvar_5;
tmpvar_5 = dot (unity_SHAb, normal);
float tmpvar_6;
tmpvar_6 = tmpvar_5;
x1.z = vec3(tmpvar_6).z;
vec4 tmpvar_7;
tmpvar_7 = (normal.xyzz * normal.yzzx);
vB = tmpvar_7;
float tmpvar_8;
tmpvar_8 = dot (unity_SHBr, vB);
float tmpvar_9;
tmpvar_9 = tmpvar_8;
x2.x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = dot (unity_SHBg, vB);
float tmpvar_11;
tmpvar_11 = tmpvar_10;
x2.y = vec2(tmpvar_11).y;
float tmpvar_12;
tmpvar_12 = dot (unity_SHBb, vB);
float tmpvar_13;
tmpvar_13 = tmpvar_12;
x2.z = vec3(tmpvar_13).z;
float tmpvar_14;
tmpvar_14 = ((normal.x * normal.x) - (normal.y * normal.y));
vC = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (unity_SHC.xyz * vC);
x3 = tmpvar_15;
return ((x1 + x2) + x3);
}
vec3 Shade4PointLights (
in vec4 lightPosX,
in vec4 lightPosY,
in vec4 lightPosZ,
in vec3 lightColor0,
in vec3 lightColor1,
in vec3 lightColor2,
in vec3 lightColor3,
in vec4 lightAttenSq,
in vec3 pos,
in vec3 normal
)
{
vec3 col;
vec4 diff;
vec4 atten;
vec4 corr;
vec4 ndotl;
vec4 lengthSq;
vec4 toLightZ;
vec4 toLightY;
vec4 toLightX;
vec4 tmpvar_1;
tmpvar_1 = (lightPosX - pos.x);
toLightX = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (lightPosY - pos.y);
toLightY = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (lightPosZ - pos.z);
toLightZ = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = vec4(0.0, 0.0, 0.0, 0.0);
lengthSq = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (lengthSq + (toLightX * toLightX));
lengthSq = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = (lengthSq + (toLightY * toLightY));
lengthSq = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = (lengthSq + (toLightZ * toLightZ));
lengthSq = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0);
ndotl = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = (ndotl + (toLightX * normal.x));
ndotl = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = (ndotl + (toLightY * normal.y));
ndotl = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = (ndotl + (toLightZ * normal.z));
ndotl = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = inversesqrt (lengthSq);
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
corr = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl * corr));
vec4 tmpvar_15;
tmpvar_15 = tmpvar_14;
ndotl = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
atten = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = (ndotl * atten);
diff = tmpvar_17;
vec3 tmpvar_18;
tmpvar_18 = vec3(0.0, 0.0, 0.0);
col = tmpvar_18;
vec3 tmpvar_19;
tmpvar_19 = (col + (lightColor0 * diff.x));
col = tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = (col + (lightColor1 * diff.y));
col = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = (col + (lightColor2 * diff.z));
col = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = (col + (lightColor3 * diff.w));
col = tmpvar_22;
return col;
}
void PositionFog (
in vec4 v,
out vec4 pos,
out float fog
)
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v);
pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = pos.z;
fog = tmpvar_2;
}
v2f_surf vert_surf (
in appdata_full v
)
{
vec3 worldPos;
vec3 shlight;
vec3 worldN;
v2f_surf o;
vert (v);
PositionFog (v.vertex, o.pos, o.fog);
vec2 tmpvar_1;
tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o.hip_pack0 = tmpvar_1.xy.xy;
vec4 tmpvar_2;
tmpvar_2 = v.color;
o.lop_color = tmpvar_2;
mat3 tmpvar_3;
tmpvar_3 = (xll_constructMat3 (_Object2World));
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * (v.normal * unity_Scale.w));
worldN = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = worldN;
o.normal = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 1.0;
tmpvar_6.xyz = worldN.xyz;
vec3 tmpvar_7;
tmpvar_7 = ShadeSH9 (tmpvar_6);
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7;
shlight = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = shlight;
o.vlight = tmpvar_9;
vec3 tmpvar_10;
tmpvar_10 = (_Object2World * v.vertex).xyz;
worldPos = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = Shade4PointLights (unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3, unity_4LightAtten0, worldPos, worldN);
vec3 tmpvar_12;
tmpvar_12 = (o.vlight + tmpvar_11);
o.vlight = tmpvar_12;
return o;
}
void main ()
{
appdata_full xlt_v;
v2f_surf xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = TANGENT.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.tangent = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_Normal.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.normal = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_v.texcoord1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_Color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_v.color = tmpvar_12;
v2f_surf tmpvar_13;
tmpvar_13 = vert_surf (xlt_v);
v2f_surf tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.pos.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_Position = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_17.x = xl_retval.fog;
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
xlv_FOG = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = xl_retval.hip_pack0.xy;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_TexCoord[0] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21 = xl_retval.lop_color.xyzw;
vec4 tmpvar_22;
tmpvar_22 = tmpvar_21;
gl_FrontColor = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = xl_retval.normal.xyz;
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
gl_TexCoord[1] = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25.w = 0.0;
tmpvar_25.xyz = xl_retval.vlight.xyz;
vec4 tmpvar_26;
tmpvar_26 = tmpvar_25;
gl_TexCoord[2] = tmpvar_26;
}