bgfx/3rdparty/glsl-optimizer/tests/fragment/opt-dead-texloadstreeshadow-inES3.txt
2014-10-11 12:32:43 -07:00

85 lines
2.1 KiB
Text

#version 300 es
// Tree Creator Optimized Bark surface shader from Unity 4.x,
// shadow caster pass. Used to not do dead code elimination
// properly, i.e. was leaving normal map sample in the fragment shader.
#define gl_FragColor _glesFragData[0]
#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
return clamp( x, 0.0, 1.0);
}
struct SurfaceOutput {
lowp vec3 Albedo;
lowp vec3 Normal;
lowp vec3 Emission;
mediump float Specular;
lowp float Gloss;
lowp float Alpha;
};
struct LeafSurfaceOutput {
lowp vec3 Albedo;
lowp vec3 Normal;
lowp vec3 Emission;
lowp float Translucency;
mediump float Specular;
lowp float Gloss;
lowp float Alpha;
};
struct Input {
highp vec2 uv_MainTex;
lowp vec4 color;
};
struct v2f_surf {
highp vec4 pos;
};
uniform lowp vec4 _Color;
uniform lowp vec3 _TranslucencyColor;
uniform lowp float _TranslucencyViewDependency;
uniform mediump float _ShadowStrength;
uniform sampler2D _MainTex;
uniform sampler2D _BumpSpecMap;
uniform sampler2D _TranslucencyMap;
lowp vec3 UnpackNormalDXT5nm( in lowp vec4 packednormal ) {
lowp vec3 normal;
normal.xy = ((packednormal.wy * 2.0) - 1.0);
normal.z = sqrt((1.0 - xll_saturate_f(dot( normal.xy, normal.xy))));
return normal;
}
void surf( in Input IN, inout SurfaceOutput o ) {
lowp vec4 c = texture( _MainTex, IN.uv_MainTex);
o.Albedo = ((c.xyz * _Color.xyz) * IN.color.w);
lowp vec4 trngls = texture( _TranslucencyMap, IN.uv_MainTex);
o.Gloss = (trngls.w * _Color.x);
o.Alpha = c.w;
mediump vec4 norspc = texture( _BumpSpecMap, IN.uv_MainTex);
o.Specular = norspc.x;
o.Normal = UnpackNormalDXT5nm( norspc);
}
lowp vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
o.Albedo = vec3(0.0);
o.Emission = vec3(0.0);
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
surf (surfIN, o);
return vec4(0.0);
}
void main() {
lowp vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4(xl_retval);
}