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

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2012-04-03 23:30:07 -04:00
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec4 _LightCoord;
};
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 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform mat4 _LightMatrix0;
uniform vec4 _BumpMap_ST;
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;
}
vec3 ObjSpaceViewDir (
in vec4 v
)
{
vec3 objSpaceCameraPos;
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = _WorldSpaceCameraPos.xyz.xyz;
vec3 tmpvar_2;
tmpvar_2 = ((_World2Object * tmpvar_1).xyz * unity_Scale.w);
objSpaceCameraPos = tmpvar_2;
return (objSpaceCameraPos - v.xyz);
}
vec3 ObjSpaceLightDir (
in vec4 v
)
{
vec3 objSpaceLightPos;
vec3 tmpvar_1;
tmpvar_1 = (_World2Object * _WorldSpaceLightPos0).xyz;
objSpaceLightPos = tmpvar_1;
return ((objSpaceLightPos.xyz * unity_Scale.w) - v.xyz);
}
v2f_surf vert_surf (
in appdata_full v
)
{
mat3 rotation;
vec3 binormal;
v2f_surf o;
PositionFog (v.vertex, o.pos, o.fog);
vec2 tmpvar_1;
tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o.hip_pack0.xy = tmpvar_1.xy.xy;
vec2 tmpvar_2;
tmpvar_2 = ((v.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
o.hip_pack0.zw = tmpvar_2.xxxy.zw;
vec3 tmpvar_3;
tmpvar_3 = cross (v.normal, v.tangent.xyz);
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * v.tangent.w);
binormal = tmpvar_4;
mat3 tmpvar_5;
float tmpvar_6;
tmpvar_6 = v.tangent.x;
tmpvar_5[0].x = tmpvar_6;
float tmpvar_7;
tmpvar_7 = binormal.x;
tmpvar_5[0].y = tmpvar_7;
float tmpvar_8;
tmpvar_8 = v.normal.x;
tmpvar_5[0].z = tmpvar_8;
float tmpvar_9;
tmpvar_9 = v.tangent.y;
tmpvar_5[1].x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = binormal.y;
tmpvar_5[1].y = tmpvar_10;
float tmpvar_11;
tmpvar_11 = v.normal.y;
tmpvar_5[1].z = tmpvar_11;
float tmpvar_12;
tmpvar_12 = v.tangent.z;
tmpvar_5[2].x = tmpvar_12;
float tmpvar_13;
tmpvar_13 = binormal.z;
tmpvar_5[2].y = tmpvar_13;
float tmpvar_14;
tmpvar_14 = v.normal.z;
tmpvar_5[2].z = tmpvar_14;
mat3 tmpvar_15;
tmpvar_15 = (tmpvar_5);
rotation = (tmpvar_15);
vec3 tmpvar_16;
tmpvar_16 = ObjSpaceLightDir (v.vertex);
vec3 tmpvar_17;
tmpvar_17 = (rotation * tmpvar_16);
o.lightDir = tmpvar_17;
vec3 tmpvar_18;
tmpvar_18 = ObjSpaceViewDir (v.vertex);
vec3 tmpvar_19;
tmpvar_19 = (rotation * tmpvar_18);
o.viewDir = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20 = (_LightMatrix0 * (_Object2World * v.vertex));
o._LightCoord = tmpvar_20;
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 = xl_retval.hip_pack0.xyzw;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_TexCoord[0] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21.w = 0.0;
tmpvar_21.xyz = xl_retval.viewDir.xyz;
vec4 tmpvar_22;
tmpvar_22 = tmpvar_21;
gl_TexCoord[1] = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = xl_retval.lightDir.xyz;
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
gl_TexCoord[2] = tmpvar_24;
vec4 tmpvar_25;
tmpvar_25 = xl_retval._LightCoord.xyzw;
vec4 tmpvar_26;
tmpvar_26 = tmpvar_25;
gl_TexCoord[3] = tmpvar_26;
}