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

187 lines
4 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_5;
tmpvar_5 = (tmpvar_4 * _Color);
c_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = c_3.xyz;
o_2.Albedo = tmpvar_6;
float tmpvar_7;
tmpvar_7 = c_3.w;
o_2.Alpha = tmpvar_7;
}
float UnitySpotCookie (
in vec4 LightCoord_8
)
{
vec4 tmpvar_9;
tmpvar_9 = texture2D (_LightTexture0, ((LightCoord_8.xy / LightCoord_8.w) + 0.5));
return tmpvar_9.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_10
)
{
float tmpvar_11;
tmpvar_11 = dot (LightCoord_10, LightCoord_10);
vec2 tmpvar_12;
tmpvar_12 = vec2(tmpvar_11);
vec2 tmpvar_13;
tmpvar_13 = tmpvar_12.xy;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_LightTextureB0, tmpvar_13);
return tmpvar_14.w;
}
vec4 LightingLambert (
in SurfaceOutput s_15,
in vec3 lightDir_16,
in float atten_17
)
{
vec4 c_18;
float diff_19;
float tmpvar_20;
tmpvar_20 = dot (s_15.Normal, lightDir_16);
float tmpvar_21;
tmpvar_21 = max (0.0, tmpvar_20);
float tmpvar_22;
tmpvar_22 = tmpvar_21;
diff_19 = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = ((s_15.Albedo * _LightColor0.xyz) * ((diff_19 * atten_17) * 2.0));
c_18.xyz = tmpvar_23.xyz.xyz;
float tmpvar_24;
tmpvar_24 = s_15.Alpha;
c_18.w = vec4(tmpvar_24).w;
return c_18;
}
vec4 frag_surf (
in v2f_surf IN_25
)
{
vec4 c_26;
vec3 lightDir_27;
SurfaceOutput o_28;
Input surfIN_29;
vec2 tmpvar_30;
tmpvar_30 = IN_25.hip_pack0.xy;
surfIN_29.uv_MainTex = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = vec3(0.0, 0.0, 0.0);
o_28.Albedo = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_28.Emission = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_28.Specular = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_28.Alpha = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_28.Gloss = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = IN_25.normal;
o_28.Normal = tmpvar_36;
surf (surfIN_29, o_28);
vec3 tmpvar_37;
tmpvar_37 = IN_25.lightDir;
lightDir_27 = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = normalize (lightDir_27);
vec3 tmpvar_39;
tmpvar_39 = tmpvar_38;
lightDir_27 = tmpvar_39;
float tmpvar_40;
tmpvar_40 = UnitySpotCookie (IN_25._LightCoord);
float tmpvar_41;
tmpvar_41 = UnitySpotAttenuate (IN_25._LightCoord.xyz);
vec4 tmpvar_42;
tmpvar_42 = LightingLambert (o_28, lightDir_27, ((float((IN_25._LightCoord.z > 0.0)) * tmpvar_40) * tmpvar_41));
vec4 tmpvar_43;
tmpvar_43 = tmpvar_42;
c_26 = tmpvar_43;
float tmpvar_44;
tmpvar_44 = 0.0;
c_26.w = vec4(tmpvar_44).w;
return c_26;
}
void main ()
{
v2f_surf xlt_IN_45;
vec4 xl_retval_46;
vec4 tmpvar_47;
tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_45.pos = tmpvar_47;
float tmpvar_48;
tmpvar_48 = xlv_FOG.x;
xlt_IN_45.fog = tmpvar_48;
vec2 tmpvar_49;
tmpvar_49 = gl_TexCoord[0].xy;
vec2 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_45.hip_pack0 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = gl_TexCoord[1].xyz;
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_45.normal = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = gl_TexCoord[2].xyz;
vec3 tmpvar_54;
tmpvar_54 = tmpvar_53;
xlt_IN_45.lightDir = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = gl_TexCoord[3].xyzw;
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
xlt_IN_45._LightCoord = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = frag_surf (xlt_IN_45);
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
xl_retval_46 = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = xl_retval_46.xyzw;
vec4 tmpvar_60;
tmpvar_60 = tmpvar_59;
gl_FragData[0] = tmpvar_60;
}