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

219 lines
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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_Illum;
vec2 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
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 c_8;
vec4 tex_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
tex_9 = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = (tex_9 * _Color);
c_8 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = c_8.xyz;
o_7.Albedo = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_Illum, IN_6.uv_Illum);
vec3 tmpvar_15;
tmpvar_15 = (c_8.xyz * tmpvar_14.w);
o_7.Emission = tmpvar_15;
float tmpvar_16;
tmpvar_16 = c_8.w;
o_7.Alpha = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = texture2D (_BumpMap, IN_6.uv_BumpMap);
vec4 tmpvar_18;
tmpvar_18 = UnpackNormal (tmpvar_17);
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18.xyz;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_19;
o_7.Normal = tmpvar_20;
}
float UnitySpotCookie (
in vec4 LightCoord_21
)
{
vec4 tmpvar_22;
tmpvar_22 = texture2D (_LightTexture0, ((LightCoord_21.xy / LightCoord_21.w) + 0.5));
return tmpvar_22.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_23
)
{
float tmpvar_24;
tmpvar_24 = dot (LightCoord_23, LightCoord_23);
vec2 tmpvar_25;
tmpvar_25 = vec2(tmpvar_24);
vec2 tmpvar_26;
tmpvar_26 = tmpvar_25.xy;
vec4 tmpvar_27;
tmpvar_27 = texture2D (_LightTextureB0, tmpvar_26);
return tmpvar_27.w;
}
vec4 LightingLambert (
in SurfaceOutput s_28,
in vec3 lightDir_29,
in float atten_30
)
{
vec4 c_31;
float diff_32;
float tmpvar_33;
tmpvar_33 = dot (s_28.Normal, lightDir_29);
float tmpvar_34;
tmpvar_34 = max (0.0, tmpvar_33);
float tmpvar_35;
tmpvar_35 = tmpvar_34;
diff_32 = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = ((s_28.Albedo * _LightColor0.xyz) * ((diff_32 * atten_30) * 2.0));
c_31.xyz = tmpvar_36.xyz.xyz;
float tmpvar_37;
tmpvar_37 = s_28.Alpha;
c_31.w = vec4(tmpvar_37).w;
return c_31;
}
vec4 frag_surf (
in v2f_surf IN_38
)
{
vec4 c_39;
vec3 lightDir_40;
SurfaceOutput o_41;
Input surfIN_42;
vec2 tmpvar_43;
tmpvar_43 = IN_38.hip_pack0.xy;
surfIN_42.uv_MainTex = tmpvar_43;
vec2 tmpvar_44;
tmpvar_44 = IN_38.hip_pack0.zw;
surfIN_42.uv_BumpMap = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = vec3(0.0, 0.0, 0.0);
o_41.Albedo = tmpvar_45;
vec3 tmpvar_46;
tmpvar_46 = vec3(0.0, 0.0, 0.0);
o_41.Emission = tmpvar_46;
float tmpvar_47;
tmpvar_47 = 0.0;
o_41.Specular = tmpvar_47;
float tmpvar_48;
tmpvar_48 = 0.0;
o_41.Alpha = tmpvar_48;
float tmpvar_49;
tmpvar_49 = 0.0;
o_41.Gloss = tmpvar_49;
surf (surfIN_42, o_41);
vec3 tmpvar_50;
tmpvar_50 = IN_38.lightDir;
lightDir_40 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = normalize (lightDir_40);
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
lightDir_40 = tmpvar_52;
float tmpvar_53;
tmpvar_53 = UnitySpotCookie (IN_38._LightCoord);
float tmpvar_54;
tmpvar_54 = UnitySpotAttenuate (IN_38._LightCoord.xyz);
vec4 tmpvar_55;
tmpvar_55 = LightingLambert (o_41, lightDir_40, ((float((IN_38._LightCoord.z > 0.0)) * tmpvar_53) * tmpvar_54));
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
c_39 = tmpvar_56;
float tmpvar_57;
tmpvar_57 = 0.0;
c_39.w = vec4(tmpvar_57).w;
return c_39;
}
void main ()
{
v2f_surf xlt_IN_58;
vec4 xl_retval_59;
vec4 tmpvar_60;
tmpvar_60 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_58.pos = tmpvar_60;
float tmpvar_61;
tmpvar_61 = xlv_FOG.x;
xlt_IN_58.fog = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = gl_TexCoord[0].xyzw;
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlt_IN_58.hip_pack0 = tmpvar_63;
vec3 tmpvar_64;
tmpvar_64 = gl_TexCoord[1].xyz;
vec3 tmpvar_65;
tmpvar_65 = tmpvar_64;
xlt_IN_58.lightDir = tmpvar_65;
vec4 tmpvar_66;
tmpvar_66 = gl_TexCoord[2].xyzw;
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
xlt_IN_58._LightCoord = tmpvar_67;
vec4 tmpvar_68;
tmpvar_68 = frag_surf (xlt_IN_58);
vec4 tmpvar_69;
tmpvar_69 = tmpvar_68;
xl_retval_59 = tmpvar_69;
vec4 tmpvar_70;
tmpvar_70 = xl_retval_59.xyzw;
vec4 tmpvar_71;
tmpvar_71 = tmpvar_70;
gl_FragData[0] = tmpvar_71;
}