bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_ScreenPos2-ir.txt
2012-10-07 20:41:18 -07:00

97 lines
1.9 KiB
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec4 screenPos;
};
struct v2f_surf {
vec4 pos;
vec3 normal;
};
uniform sampler2D _MainTex;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec2 uv_3;
vec2 tmpvar_4;
tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
uv_3 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
uv_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = vec3(0.5, 0.5, 0.5);
o_2.Albedo = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, uv_3);
vec3 tmpvar_8;
tmpvar_8 = (tmpvar_7.xyz * 0.5);
o_2.Emission = tmpvar_8;
}
vec4 frag_surf (
in v2f_surf IN_9
)
{
vec4 res_10;
Input surfIN_11;
SurfaceOutput o_12;
vec3 tmpvar_13;
tmpvar_13 = vec3(0.0, 0.0, 0.0);
o_12.Albedo = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = vec3(0.0, 0.0, 0.0);
o_12.Emission = tmpvar_14;
float tmpvar_15;
tmpvar_15 = 0.0;
o_12.Specular = tmpvar_15;
float tmpvar_16;
tmpvar_16 = 0.0;
o_12.Alpha = tmpvar_16;
float tmpvar_17;
tmpvar_17 = 0.0;
o_12.Gloss = tmpvar_17;
vec3 tmpvar_18;
tmpvar_18 = IN_9.normal;
o_12.Normal = tmpvar_18;
surf (surfIN_11, o_12);
vec3 tmpvar_19;
tmpvar_19 = ((o_12.Normal * vec3(0.5, 0.5, -0.5)) + 0.5);
res_10.xyz = tmpvar_19.xyz.xyz;
float tmpvar_20;
tmpvar_20 = o_12.Specular;
res_10.w = vec4(tmpvar_20).w;
return res_10;
}
void main ()
{
v2f_surf xlt_IN_21;
vec4 xl_retval_22;
vec4 tmpvar_23;
tmpvar_23 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_21.pos = tmpvar_23;
vec3 tmpvar_24;
tmpvar_24 = gl_TexCoord[0].xyz;
vec3 tmpvar_25;
tmpvar_25 = tmpvar_24;
xlt_IN_21.normal = tmpvar_25;
vec4 tmpvar_26;
tmpvar_26 = frag_surf (xlt_IN_21);
vec4 tmpvar_27;
tmpvar_27 = tmpvar_26;
xl_retval_22 = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28 = xl_retval_22.xyzw;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_28;
gl_FragData[0] = tmpvar_29;
}