bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_Vertexlit1-ir.txt

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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec4 hip_screen;
vec3 hip_lmapFade;
};
uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
varying vec4 xlv_FOG;
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float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec2 xll_saturate (
in vec2 x_3
)
{
vec2 tmpvar_4;
tmpvar_4 = clamp (x_3, 0.0, 1.0);
return tmpvar_4;
}
vec3 xll_saturate (
in vec3 x_5
)
{
vec3 tmpvar_6;
tmpvar_6 = clamp (x_5, 0.0, 1.0);
return tmpvar_6;
}
vec4 xll_saturate (
in vec4 x_7
)
{
vec4 tmpvar_8;
tmpvar_8 = clamp (x_7, 0.0, 1.0);
return tmpvar_8;
}
mat2 xll_saturate (
in mat2 m_9
)
{
vec2 tmpvar_10;
tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
vec2 tmpvar_11;
tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
mat2 tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_10;
tmpvar_12[0] = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_12[1] = tmpvar_14;
return tmpvar_12;
}
mat3 xll_saturate (
in mat3 m_15
)
{
vec3 tmpvar_16;
tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
vec3 tmpvar_17;
tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
mat3 tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_16;
tmpvar_19[0] = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_19[1] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_19[2] = tmpvar_22;
return tmpvar_19;
}
mat4 xll_saturate (
in mat4 m_23
)
{
vec4 tmpvar_24;
tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
vec4 tmpvar_25;
tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
mat4 tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_24;
tmpvar_28[0] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_28[1] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_28[2] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_28[3] = tmpvar_32;
return tmpvar_28;
}
void surf (
in Input IN_33,
inout SurfaceOutput o_34
)
{
vec4 c_35;
vec4 tmpvar_36;
tmpvar_36 = texture2D (_MainTex, IN_33.uv_MainTex);
vec4 tmpvar_37;
tmpvar_37 = (tmpvar_36 * IN_33.color);
c_35 = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = c_35.xyz;
o_34.Albedo = tmpvar_38;
float tmpvar_39;
tmpvar_39 = c_35.w;
o_34.Alpha = tmpvar_39;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_40,
in vec4 light_41
)
{
vec4 c_42;
vec3 tmpvar_43;
tmpvar_43 = (s_40.Albedo * light_41.xyz);
c_42.xyz = tmpvar_43.xyz.xyz;
float tmpvar_44;
tmpvar_44 = s_40.Alpha;
c_42.w = vec4(tmpvar_44).w;
return c_42;
}
vec3 DecodeLightmap (
in vec4 color_45
)
{
return (2.0 * color_45.xyz);
}
vec4 frag_surf (
in v2f_surf IN_46
)
{
vec4 col_47;
vec3 lm_48;
vec3 lmIndirect_49;
vec3 lmFull_50;
vec4 light_51;
SurfaceOutput o_52;
Input surfIN_53;
vec2 tmpvar_54;
tmpvar_54 = IN_46.hip_pack0.xy;
surfIN_53.uv_MainTex = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = IN_46.lop_color;
surfIN_53.color = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = vec3(0.0, 0.0, 0.0);
o_52.Albedo = tmpvar_56;
vec3 tmpvar_57;
tmpvar_57 = vec3(0.0, 0.0, 0.0);
o_52.Emission = tmpvar_57;
float tmpvar_58;
tmpvar_58 = 0.0;
o_52.Specular = tmpvar_58;
float tmpvar_59;
tmpvar_59 = 0.0;
o_52.Alpha = tmpvar_59;
float tmpvar_60;
tmpvar_60 = 0.0;
o_52.Gloss = tmpvar_60;
surf (surfIN_53, o_52);
vec4 tmpvar_61;
tmpvar_61 = texture2DProj (_LightBuffer, IN_46.hip_screen);
vec4 tmpvar_62;
tmpvar_62 = tmpvar_61;
light_51 = tmpvar_62;
vec4 tmpvar_63;
tmpvar_63 = log2 (light_51);
vec4 tmpvar_64;
tmpvar_64 = -(tmpvar_63);
light_51 = tmpvar_64;
vec4 tmpvar_65;
tmpvar_65 = texture2D (unity_Lightmap, IN_46.hip_lmapFade.xy);
vec3 tmpvar_66;
tmpvar_66 = DecodeLightmap (tmpvar_65);
vec3 tmpvar_67;
tmpvar_67 = tmpvar_66;
lmFull_50 = tmpvar_67;
vec4 tmpvar_68;
tmpvar_68 = texture2D (unity_LightmapInd, IN_46.hip_lmapFade.xy);
vec3 tmpvar_69;
tmpvar_69 = DecodeLightmap (tmpvar_68);
vec3 tmpvar_70;
tmpvar_70 = tmpvar_69;
lmIndirect_49 = tmpvar_70;
float tmpvar_71;
tmpvar_71 = xll_saturate (IN_46.hip_lmapFade.z);
vec3 tmpvar_72;
tmpvar_72 = vec3(tmpvar_71);
vec3 tmpvar_73;
tmpvar_73 = mix (lmIndirect_49, lmFull_50, tmpvar_72);
vec3 tmpvar_74;
tmpvar_74 = tmpvar_73;
lm_48 = tmpvar_74;
vec3 tmpvar_75;
tmpvar_75 = (light_51.xyz + lm_48);
light_51.xyz = tmpvar_75.xyz.xyz;
vec4 tmpvar_76;
tmpvar_76 = LightingLambert_PrePass (o_52, light_51);
vec4 tmpvar_77;
tmpvar_77 = tmpvar_76;
col_47 = tmpvar_77;
return col_47;
}
void main ()
{
v2f_surf xlt_IN_78;
vec4 xl_retval_79;
vec4 tmpvar_80;
tmpvar_80 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_78.pos = tmpvar_80;
float tmpvar_81;
tmpvar_81 = xlv_FOG.x;
xlt_IN_78.fog = tmpvar_81;
vec2 tmpvar_82;
tmpvar_82 = gl_TexCoord[0].xy;
vec2 tmpvar_83;
tmpvar_83 = tmpvar_82;
xlt_IN_78.hip_pack0 = tmpvar_83;
vec4 tmpvar_84;
tmpvar_84 = gl_Color.xyzw;
vec4 tmpvar_85;
tmpvar_85 = tmpvar_84;
xlt_IN_78.lop_color = tmpvar_85;
vec4 tmpvar_86;
tmpvar_86 = gl_TexCoord[1].xyzw;
vec4 tmpvar_87;
tmpvar_87 = tmpvar_86;
xlt_IN_78.hip_screen = tmpvar_87;
vec3 tmpvar_88;
tmpvar_88 = gl_TexCoord[2].xyz;
vec3 tmpvar_89;
tmpvar_89 = tmpvar_88;
xlt_IN_78.hip_lmapFade = tmpvar_89;
vec4 tmpvar_90;
tmpvar_90 = frag_surf (xlt_IN_78);
vec4 tmpvar_91;
tmpvar_91 = tmpvar_90;
xl_retval_79 = tmpvar_91;
vec4 tmpvar_92;
tmpvar_92 = xl_retval_79.xyzw;
vec4 tmpvar_93;
tmpvar_93 = tmpvar_92;
gl_FragData[0] = tmpvar_93;
}