bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Parallax_Diffuse2-in.txt
2012-10-07 20:41:18 -07:00

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float xll_saturate( float x) {
return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate( vec2 x) {
return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate( vec3 x) {
return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate( vec4 x) {
return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate(mat2 m) {
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate(mat3 m) {
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate(mat4 m) {
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec4 hip_screen;
vec3 hip_lmapFade;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
vec4 UnpackNormal( in vec4 packednormal );
vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir );
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingLambert_PrePass( in SurfaceOutput s, in vec4 light );
vec3 DecodeLightmap( in vec4 color );
vec4 frag_surf( in v2f_surf IN );
vec4 UnpackNormal( in vec4 packednormal ) {
vec4 normal;
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
return normal;
}
vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ) {
vec3 v;
h = ((h * height) - (height / 2.00000));
v = normalize( viewDir );
v.z += 0.420000;
return (h * (v.xy / v.z ));
}
void surf( in Input IN, inout SurfaceOutput o ) {
float h;
vec2 offset;
vec4 c;
h = texture2D( _ParallaxMap, IN.uv_BumpMap).w ;
offset = ParallaxOffset( h, _Parallax, IN.viewDir);
IN.uv_MainTex += offset;
IN.uv_BumpMap += offset;
c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
o.Albedo = c.xyz ;
o.Alpha = c.w ;
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
}
vec4 LightingLambert_PrePass( in SurfaceOutput s, in vec4 light ) {
vec4 c;
c.xyz = (s.Albedo * light.xyz );
c.w = s.Alpha;
return c;
}
vec3 DecodeLightmap( in vec4 color ) {
return (2.00000 * color.xyz );
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec4 light;
vec3 lmFull;
vec3 lmIndirect;
vec3 lm;
vec4 col;
surfIN.uv_MainTex = IN.hip_pack0.xy ;
surfIN.uv_BumpMap = IN.hip_pack0.zw ;
surfIN.viewDir = IN.viewDir;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
surf( surfIN, o);
light = texture2DProj( _LightBuffer, IN.hip_screen);
light = ( -log2( light ) );
lmFull = DecodeLightmap( texture2D( unity_Lightmap, IN.hip_lmapFade.xy ));
lmIndirect = DecodeLightmap( texture2D( unity_LightmapInd, IN.hip_lmapFade.xy ));
lm = mix( lmIndirect, lmFull, vec3( xll_saturate( IN.hip_lmapFade.z )));
light.xyz += lm;
col = LightingLambert_PrePass( o, light);
return col;
}
varying vec4 xlv_FOG;
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.fog = float( xlv_FOG);
xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
xlt_IN.viewDir = vec3( gl_TexCoord[1]);
xlt_IN.hip_screen = vec4( gl_TexCoord[2]);
xlt_IN.hip_lmapFade = vec3( gl_TexCoord[3]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}