bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Bumped_Diffuse-ir.txt
2014-02-10 23:06:13 -08:00

178 lines
3.6 KiB
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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_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 lightDir;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
vec4 UnpackNormal (
in vec4 packednormal_2
)
{
vec4 normal_3;
vec2 tmpvar_4;
tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0);
normal_3.xy = tmpvar_4.xy.xy;
float tmpvar_5;
tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
float tmpvar_6;
tmpvar_6 = tmpvar_5;
normal_3.z = vec3(tmpvar_6).z;
return normal_3;
}
void surf (
in Input IN_7,
inout SurfaceOutput o_8
)
{
vec4 c_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_10 * _Color);
c_9 = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = c_9.xyz;
o_8.Albedo = tmpvar_12;
float tmpvar_13;
tmpvar_13 = c_9.w;
o_8.Alpha = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_BumpMap, IN_7.uv_BumpMap);
vec4 tmpvar_15;
tmpvar_15 = UnpackNormal (tmpvar_14);
vec3 tmpvar_16;
tmpvar_16 = tmpvar_15.xyz;
vec3 tmpvar_17;
tmpvar_17 = tmpvar_16;
o_8.Normal = tmpvar_17;
}
vec4 LightingLambert (
in SurfaceOutput s_18,
in vec3 lightDir_19,
in float atten_20
)
{
vec4 c_21;
float diff_22;
float tmpvar_23;
tmpvar_23 = dot (s_18.Normal, lightDir_19);
float tmpvar_24;
tmpvar_24 = max (0.0, tmpvar_23);
float tmpvar_25;
tmpvar_25 = tmpvar_24;
diff_22 = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0));
c_21.xyz = tmpvar_26.xyz.xyz;
float tmpvar_27;
tmpvar_27 = s_18.Alpha;
c_21.w = vec4(tmpvar_27).w;
return c_21;
}
vec4 frag_surf (
in v2f_surf IN_28
)
{
vec4 c_29;
vec3 lightDir_30;
SurfaceOutput o_31;
Input surfIN_32;
vec2 tmpvar_33;
tmpvar_33 = IN_28.hip_pack0.xy;
surfIN_32.uv_MainTex = tmpvar_33;
vec2 tmpvar_34;
tmpvar_34 = IN_28.hip_pack0.zw;
surfIN_32.uv_BumpMap = tmpvar_34;
vec3 tmpvar_35;
tmpvar_35 = vec3(0.0, 0.0, 0.0);
o_31.Albedo = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = vec3(0.0, 0.0, 0.0);
o_31.Emission = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.0;
o_31.Specular = tmpvar_37;
float tmpvar_38;
tmpvar_38 = 0.0;
o_31.Alpha = tmpvar_38;
float tmpvar_39;
tmpvar_39 = 0.0;
o_31.Gloss = tmpvar_39;
surf (surfIN_32, o_31);
xll_clip ((o_31.Alpha - _Cutoff));
vec3 tmpvar_40;
tmpvar_40 = IN_28.lightDir;
lightDir_30 = tmpvar_40;
vec4 tmpvar_41;
tmpvar_41 = LightingLambert (o_31, lightDir_30, 1.0);
vec4 tmpvar_42;
tmpvar_42 = tmpvar_41;
c_29 = tmpvar_42;
float tmpvar_43;
tmpvar_43 = o_31.Alpha;
c_29.w = vec4(tmpvar_43).w;
return c_29;
}
void main ()
{
v2f_surf xlt_IN_44;
vec4 xl_retval_45;
vec4 tmpvar_46;
tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_44.pos = tmpvar_46;
float tmpvar_47;
tmpvar_47 = xlv_FOG.x;
xlt_IN_44.fog = tmpvar_47;
vec4 tmpvar_48;
tmpvar_48 = gl_TexCoord[0].xyzw;
vec4 tmpvar_49;
tmpvar_49 = tmpvar_48;
xlt_IN_44.hip_pack0 = tmpvar_49;
vec3 tmpvar_50;
tmpvar_50 = gl_TexCoord[1].xyz;
vec3 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_IN_44.lightDir = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = frag_surf (xlt_IN_44);
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
xl_retval_45 = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = xl_retval_45.xyzw;
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
gl_FragData[0] = tmpvar_55;
}