bgfx/3rdparty/glsl-optimizer/tests/fragment/opt-vectorize-retval-ir.txt
2014-03-29 16:26:01 -07:00

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uniform float _Fresnel;
uniform float _SpecIntensity;
varying vec3 inN;
varying vec3 inE;
float saturate (
in float f_1
)
{
float tmpvar_2;
tmpvar_2 = min (1.0, f_1);
float tmpvar_3;
tmpvar_3 = max (0.0, tmpvar_2);
return tmpvar_3;
}
float splineFresnel (
in vec3 N_4,
in vec3 E_5,
in float specIntensity_6,
in float fresnel_7
)
{
vec2 t_8;
vec3 p_9;
float factor3_10;
float factor_11;
float tmpvar_12;
tmpvar_12 = dot (N_4, E_5);
float tmpvar_13;
tmpvar_13 = saturate (tmpvar_12);
float tmpvar_14;
tmpvar_14 = (1.0 - tmpvar_13);
factor_11 = tmpvar_14;
float tmpvar_15;
tmpvar_15 = ((factor_11 * factor_11) * factor_11);
factor3_10 = tmpvar_15;
vec3 tmpvar_16;
tmpvar_16.x = 1.0;
tmpvar_16.y = factor_11;
tmpvar_16.z = factor3_10;
vec3 tmpvar_17;
tmpvar_17 = tmpvar_16;
p_9 = tmpvar_17;
vec2 tmpvar_18;
tmpvar_18.x = (1.0 - fresnel_7);
tmpvar_18.y = fresnel_7;
vec2 tmpvar_19;
tmpvar_19 = tmpvar_18;
t_8 = tmpvar_19;
float tmpvar_20;
tmpvar_20 = dot (p_9.xy, t_8);
float tmpvar_21;
tmpvar_21 = tmpvar_20;
p_9.x = tmpvar_21;
float tmpvar_22;
tmpvar_22 = dot (p_9.yz, t_8);
float tmpvar_23;
tmpvar_23 = tmpvar_22;
p_9.y = vec2(tmpvar_23).y;
float tmpvar_24;
tmpvar_24 = dot (p_9.xy, t_8);
float tmpvar_25;
tmpvar_25 = (0.05 + (0.95 * tmpvar_24));
factor_11 = tmpvar_25;
float tmpvar_26;
tmpvar_26 = (factor_11 * specIntensity_6);
factor_11 = tmpvar_26;
return factor_11;
}
void main ()
{
float f_27;
float tmpvar_28;
tmpvar_28 = splineFresnel (inN, inE, _SpecIntensity, _Fresnel);
float tmpvar_29;
tmpvar_29 = tmpvar_28;
f_27 = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = vec4(f_27);
vec4 tmpvar_31;
tmpvar_31 = tmpvar_30;
gl_FragColor = tmpvar_31;
}