bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Specular2-ir.txt
2012-10-07 20:41:18 -07:00

179 lines
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec3 worldRefl;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 worldRefl;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform samplerCube _Cube;
uniform vec4 _Color;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 reflcol_3;
vec4 c_4;
vec4 tex_5;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
tex_5 = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (tex_5 * _Color);
c_4 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = c_4.xyz;
o_2.Albedo = tmpvar_9;
float tmpvar_10;
tmpvar_10 = tex_5.w;
o_2.Gloss = tmpvar_10;
float tmpvar_11;
tmpvar_11 = _Shininess;
o_2.Specular = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = textureCube (_Cube, IN_1.worldRefl);
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
reflcol_3 = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = (reflcol_3 * tex_5.w);
reflcol_3 = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (reflcol_3.xyz * _ReflectColor.xyz);
o_2.Emission = tmpvar_15;
float tmpvar_16;
tmpvar_16 = (reflcol_3.w * _ReflectColor.w);
o_2.Alpha = tmpvar_16;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s_17,
in vec4 light_18
)
{
vec4 c_19;
float spec_20;
float tmpvar_21;
tmpvar_21 = (light_18.w * s_17.Gloss);
spec_20 = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = ((s_17.Albedo * light_18.xyz) + ((light_18.xyz * _SpecColor.xyz) * spec_20));
c_19.xyz = tmpvar_22.xyz.xyz;
float tmpvar_23;
tmpvar_23 = (s_17.Alpha + (spec_20 * _SpecColor.w));
c_19.w = vec4(tmpvar_23).w;
return c_19;
}
vec4 frag_surf (
in v2f_surf IN_24
)
{
vec4 col_25;
vec4 light_26;
SurfaceOutput o_27;
Input surfIN_28;
vec2 tmpvar_29;
tmpvar_29 = IN_24.hip_pack0.xy;
surfIN_28.uv_MainTex = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = IN_24.worldRefl;
surfIN_28.worldRefl = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = vec3(0.0, 0.0, 0.0);
o_27.Albedo = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_27.Emission = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_27.Specular = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_27.Alpha = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_27.Gloss = tmpvar_35;
surf (surfIN_28, o_27);
vec4 tmpvar_36;
tmpvar_36 = texture2DProj (_LightBuffer, IN_24.hip_screen);
vec4 tmpvar_37;
tmpvar_37 = tmpvar_36;
light_26 = tmpvar_37;
vec4 tmpvar_38;
tmpvar_38 = log2 (light_26);
vec4 tmpvar_39;
tmpvar_39 = -(tmpvar_38);
light_26 = tmpvar_39;
vec3 tmpvar_40;
tmpvar_40 = (light_26.xyz + unity_Ambient.xyz);
light_26.xyz = tmpvar_40.xyz.xyz;
vec4 tmpvar_41;
tmpvar_41 = LightingBlinnPhong_PrePass (o_27, light_26);
vec4 tmpvar_42;
tmpvar_42 = tmpvar_41;
col_25 = tmpvar_42;
vec3 tmpvar_43;
tmpvar_43 = (col_25.xyz + o_27.Emission);
col_25.xyz = tmpvar_43.xyz.xyz;
return col_25;
}
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;
vec2 tmpvar_48;
tmpvar_48 = gl_TexCoord[0].xy;
vec2 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.worldRefl = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = gl_TexCoord[2].xyzw;
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_44.hip_screen = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = frag_surf (xlt_IN_44);
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
xl_retval_45 = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = xl_retval_45.xyzw;
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
gl_FragData[0] = tmpvar_57;
}