bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Legacy_Shaders_Lightmapped_Bumped_Diffuse-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;
vec2 uv_BumpMap;
vec2 uv2_LightMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 lightDir;
vec2 _LightCoord;
};
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightMap;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
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vec4 UnpackNormal (
in vec4 packednormal_1
)
{
vec4 normal_2;
vec2 tmpvar_3;
tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
normal_2.xy = tmpvar_3.xy.xy;
float tmpvar_4;
tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
float tmpvar_5;
tmpvar_5 = tmpvar_4;
normal_2.z = vec3(tmpvar_5).z;
return normal_2;
}
void surf (
in Input IN_6,
inout SurfaceOutput o_7
)
{
vec4 lm_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
vec3 tmpvar_10;
tmpvar_10 = _Color.xyz;
vec3 tmpvar_11;
tmpvar_11 = (tmpvar_9.xyz * tmpvar_10);
o_7.Albedo = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = texture2D (_LightMap, IN_6.uv2_LightMap);
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
lm_8 = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = (lm_8.xyz * o_7.Albedo.xyz);
o_7.Emission = tmpvar_14;
float tmpvar_15;
tmpvar_15 = (lm_8.w * _Color.w);
o_7.Alpha = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = texture2D (_BumpMap, IN_6.uv_BumpMap);
vec4 tmpvar_17;
tmpvar_17 = UnpackNormal (tmpvar_16);
vec3 tmpvar_18;
tmpvar_18 = tmpvar_17.xyz;
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18;
o_7.Normal = tmpvar_19;
}
vec4 LightingLambert (
in SurfaceOutput s_20,
in vec3 lightDir_21,
in float atten_22
)
{
vec4 c_23;
float diff_24;
float tmpvar_25;
tmpvar_25 = dot (s_20.Normal, lightDir_21);
float tmpvar_26;
tmpvar_26 = max (0.0, tmpvar_25);
float tmpvar_27;
tmpvar_27 = tmpvar_26;
diff_24 = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = ((s_20.Albedo * _LightColor0.xyz) * ((diff_24 * atten_22) * 2.0));
c_23.xyz = tmpvar_28.xyz.xyz;
float tmpvar_29;
tmpvar_29 = s_20.Alpha;
c_23.w = vec4(tmpvar_29).w;
return c_23;
}
vec4 frag_surf (
in v2f_surf IN_30
)
{
vec4 c_31;
vec3 lightDir_32;
SurfaceOutput o_33;
Input surfIN_34;
vec2 tmpvar_35;
tmpvar_35 = IN_30.hip_pack0.xy;
surfIN_34.uv_MainTex = tmpvar_35;
vec2 tmpvar_36;
tmpvar_36 = IN_30.hip_pack0.zw;
surfIN_34.uv_BumpMap = tmpvar_36;
vec3 tmpvar_37;
tmpvar_37 = vec3(0.0, 0.0, 0.0);
o_33.Albedo = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = vec3(0.0, 0.0, 0.0);
o_33.Emission = tmpvar_38;
float tmpvar_39;
tmpvar_39 = 0.0;
o_33.Specular = tmpvar_39;
float tmpvar_40;
tmpvar_40 = 0.0;
o_33.Alpha = tmpvar_40;
float tmpvar_41;
tmpvar_41 = 0.0;
o_33.Gloss = tmpvar_41;
surf (surfIN_34, o_33);
vec3 tmpvar_42;
tmpvar_42 = IN_30.lightDir;
lightDir_32 = tmpvar_42;
vec4 tmpvar_43;
tmpvar_43 = texture2D (_LightTexture0, IN_30._LightCoord);
vec4 tmpvar_44;
tmpvar_44 = LightingLambert (o_33, lightDir_32, (tmpvar_43.w * 1.0));
vec4 tmpvar_45;
tmpvar_45 = tmpvar_44;
c_31 = tmpvar_45;
float tmpvar_46;
tmpvar_46 = 0.0;
c_31.w = vec4(tmpvar_46).w;
return c_31;
}
void main ()
{
v2f_surf xlt_IN_47;
vec4 xl_retval_48;
vec4 tmpvar_49;
tmpvar_49 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_47.pos = tmpvar_49;
float tmpvar_50;
tmpvar_50 = xlv_FOG.x;
xlt_IN_47.fog = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = gl_TexCoord[0].xyzw;
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_47.hip_pack0 = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = gl_TexCoord[1].xyz;
vec3 tmpvar_54;
tmpvar_54 = tmpvar_53;
xlt_IN_47.lightDir = tmpvar_54;
vec2 tmpvar_55;
tmpvar_55 = gl_TexCoord[2].xy;
vec2 tmpvar_56;
tmpvar_56 = tmpvar_55;
xlt_IN_47._LightCoord = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = frag_surf (xlt_IN_47);
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
xl_retval_48 = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = xl_retval_48.xyzw;
vec4 tmpvar_60;
tmpvar_60 = tmpvar_59;
gl_FragData[0] = tmpvar_60;
}