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

529 lines
11 KiB
Text

struct v2f {
vec4 pos;
vec4 uv;
vec3 ray;
};
uniform sampler2D _CameraDepthTexture;
uniform sampler2D _CameraNormalsTexture;
uniform mat4 _CameraToWorld;
uniform vec4 _LightColor;
uniform mat4 _LightMatrix0;
uniform vec4 _LightPos;
uniform vec4 _LightPositionRange;
uniform vec4 _LightShadowData;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform vec4 _ProjectionParams;
uniform samplerCube _ShadowMapTexture;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _ZBufferParams;
uniform vec4 unity_LightmapFade;
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
float xll_saturate (
in float x_1
)
{
float tmpvar_2;
tmpvar_2 = clamp (x_1, 0.0, 1.0);
return tmpvar_2;
}
vec2 xll_saturate (
in vec2 x_3
)
{
vec2 tmpvar_4;
tmpvar_4 = clamp (x_3, 0.0, 1.0);
return tmpvar_4;
}
vec3 xll_saturate (
in vec3 x_5
)
{
vec3 tmpvar_6;
tmpvar_6 = clamp (x_5, 0.0, 1.0);
return tmpvar_6;
}
vec4 xll_saturate (
in vec4 x_7
)
{
vec4 tmpvar_8;
tmpvar_8 = clamp (x_7, 0.0, 1.0);
return tmpvar_8;
}
mat2 xll_saturate (
in mat2 m_9
)
{
vec2 tmpvar_10;
tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
vec2 tmpvar_11;
tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
mat2 tmpvar_12;
vec2 tmpvar_13;
tmpvar_13 = tmpvar_10;
tmpvar_12[0] = tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_12[1] = tmpvar_14;
return tmpvar_12;
}
mat3 xll_saturate (
in mat3 m_15
)
{
vec3 tmpvar_16;
tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
vec3 tmpvar_17;
tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
mat3 tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_16;
tmpvar_19[0] = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_19[1] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_19[2] = tmpvar_22;
return tmpvar_19;
}
mat4 xll_saturate (
in mat4 m_23
)
{
vec4 tmpvar_24;
tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
vec4 tmpvar_25;
tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
mat4 tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = tmpvar_24;
tmpvar_28[0] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_28[1] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_28[2] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_28[3] = tmpvar_32;
return tmpvar_28;
}
vec2 xll_vecTSel (
in bvec2 a_33,
in vec2 b_34,
in vec2 c_35
)
{
float tmpvar_36;
if (a_33.x) {
tmpvar_36 = b_34.x;
} else {
tmpvar_36 = c_35.x;
};
float tmpvar_37;
if (a_33.y) {
tmpvar_37 = b_34.y;
} else {
tmpvar_37 = c_35.y;
};
vec2 tmpvar_38;
tmpvar_38.x = tmpvar_36;
tmpvar_38.y = tmpvar_37;
return tmpvar_38;
}
vec3 xll_vecTSel (
in bvec3 a_39,
in vec3 b_40,
in vec3 c_41
)
{
float tmpvar_42;
if (a_39.x) {
tmpvar_42 = b_40.x;
} else {
tmpvar_42 = c_41.x;
};
float tmpvar_43;
if (a_39.y) {
tmpvar_43 = b_40.y;
} else {
tmpvar_43 = c_41.y;
};
float tmpvar_44;
if (a_39.z) {
tmpvar_44 = b_40.z;
} else {
tmpvar_44 = c_41.z;
};
vec3 tmpvar_45;
tmpvar_45.x = tmpvar_42;
tmpvar_45.y = tmpvar_43;
tmpvar_45.z = tmpvar_44;
return tmpvar_45;
}
vec4 xll_vecTSel (
in bvec4 a_46,
in vec4 b_47,
in vec4 c_48
)
{
float tmpvar_49;
if (a_46.x) {
tmpvar_49 = b_47.x;
} else {
tmpvar_49 = c_48.x;
};
float tmpvar_50;
if (a_46.y) {
tmpvar_50 = b_47.y;
} else {
tmpvar_50 = c_48.y;
};
float tmpvar_51;
if (a_46.z) {
tmpvar_51 = b_47.z;
} else {
tmpvar_51 = c_48.z;
};
float tmpvar_52;
if (a_46.w) {
tmpvar_52 = b_47.w;
} else {
tmpvar_52 = c_48.w;
};
vec4 tmpvar_53;
tmpvar_53.x = tmpvar_49;
tmpvar_53.y = tmpvar_50;
tmpvar_53.z = tmpvar_51;
tmpvar_53.w = tmpvar_52;
return tmpvar_53;
}
float Luminance (
in vec3 c_54
)
{
float tmpvar_55;
tmpvar_55 = dot (c_54, vec3(0.22, 0.707, 0.071));
return tmpvar_55;
}
float Linear01Depth (
in float z_56
)
{
return (1.0 / ((_ZBufferParams.x * z_56) + _ZBufferParams.y));
}
float DecodeFloatRGBA (
in vec4 enc_57
)
{
vec4 kDecodeDot_58;
vec4 tmpvar_59;
tmpvar_59 = vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09);
kDecodeDot_58 = tmpvar_59;
float tmpvar_60;
tmpvar_60 = dot (enc_57, kDecodeDot_58);
return tmpvar_60;
}
float SampleCubeDistance (
in vec3 vec_61
)
{
vec4 packDist_62;
vec4 tmpvar_63;
tmpvar_63 = textureCube (_ShadowMapTexture, vec_61);
vec4 tmpvar_64;
tmpvar_64 = tmpvar_63;
packDist_62 = tmpvar_64;
float tmpvar_65;
tmpvar_65 = DecodeFloatRGBA (packDist_62);
return tmpvar_65;
}
float unitySampleShadow (
in vec3 vec_66,
in float mydist_67
)
{
vec4 shadows_68;
vec4 shadowVals_69;
float z_70;
float tmpvar_71;
tmpvar_71 = 0.0078125;
z_70 = tmpvar_71;
vec3 tmpvar_72;
tmpvar_72.x = z_70;
tmpvar_72.y = z_70;
tmpvar_72.z = z_70;
float tmpvar_73;
tmpvar_73 = SampleCubeDistance ((vec_66 + tmpvar_72));
float tmpvar_74;
tmpvar_74 = tmpvar_73;
shadowVals_69.x = tmpvar_74;
vec3 tmpvar_75;
tmpvar_75.x = -(z_70);
tmpvar_75.y = -(z_70);
tmpvar_75.z = z_70;
float tmpvar_76;
tmpvar_76 = SampleCubeDistance ((vec_66 + tmpvar_75));
float tmpvar_77;
tmpvar_77 = tmpvar_76;
shadowVals_69.y = vec2(tmpvar_77).y;
vec3 tmpvar_78;
tmpvar_78.x = -(z_70);
tmpvar_78.y = z_70;
tmpvar_78.z = -(z_70);
float tmpvar_79;
tmpvar_79 = SampleCubeDistance ((vec_66 + tmpvar_78));
float tmpvar_80;
tmpvar_80 = tmpvar_79;
shadowVals_69.z = vec3(tmpvar_80).z;
vec3 tmpvar_81;
tmpvar_81.x = z_70;
tmpvar_81.y = -(z_70);
tmpvar_81.z = -(z_70);
float tmpvar_82;
tmpvar_82 = SampleCubeDistance ((vec_66 + tmpvar_81));
float tmpvar_83;
tmpvar_83 = tmpvar_82;
shadowVals_69.w = vec4(tmpvar_83).w;
vec4 tmpvar_84;
tmpvar_84 = vec4(mydist_67);
vec4 tmpvar_85;
tmpvar_85 = tmpvar_84.xyzw;
bvec4 tmpvar_86;
tmpvar_86 = lessThan (shadowVals_69, tmpvar_85);
vec4 tmpvar_87;
tmpvar_87 = _LightShadowData.xxxx.xyzw;
vec4 tmpvar_88;
tmpvar_88 = xll_vecTSel (tmpvar_86, tmpvar_87, vec4(1.0, 1.0, 1.0, 1.0));
vec4 tmpvar_89;
tmpvar_89 = tmpvar_88;
shadows_68 = tmpvar_89;
float tmpvar_90;
tmpvar_90 = dot (shadows_68, vec4(0.25, 0.25, 0.25, 0.25));
return tmpvar_90;
}
float ComputeShadow (
in vec3 vec_91,
in float z_92,
in vec2 uv_93
)
{
float mydist_94;
float fade_95;
float tmpvar_96;
tmpvar_96 = ((z_92 * _LightShadowData.z) + _LightShadowData.w);
fade_95 = tmpvar_96;
float tmpvar_97;
tmpvar_97 = xll_saturate (fade_95);
float tmpvar_98;
tmpvar_98 = tmpvar_97;
fade_95 = tmpvar_98;
float tmpvar_99;
tmpvar_99 = length (vec_91);
float tmpvar_100;
tmpvar_100 = (tmpvar_99 * _LightPositionRange.w);
mydist_94 = tmpvar_100;
float tmpvar_101;
tmpvar_101 = (mydist_94 * 0.97);
mydist_94 = tmpvar_101;
float tmpvar_102;
tmpvar_102 = unitySampleShadow (vec_91, mydist_94);
return tmpvar_102;
return 1.0;
}
vec4 xlat_main (
in v2f i_103
)
{
float fade_104;
vec4 res_105;
float spec_106;
vec3 h_107;
float diff_108;
float atten_109;
float att_110;
vec3 lightDir_111;
vec3 tolight_112;
vec3 wpos_113;
vec4 vpos_114;
float depth_115;
vec3 normal_116;
vec4 nspec_117;
vec2 uv_118;
vec3 tmpvar_119;
tmpvar_119 = (i_103.ray * (_ProjectionParams.z / i_103.ray.z));
i_103.ray = tmpvar_119;
vec2 tmpvar_120;
tmpvar_120 = (i_103.uv.xy / i_103.uv.w);
uv_118 = tmpvar_120;
vec4 tmpvar_121;
tmpvar_121 = texture2D (_CameraNormalsTexture, uv_118);
vec4 tmpvar_122;
tmpvar_122 = tmpvar_121;
nspec_117 = tmpvar_122;
vec3 tmpvar_123;
tmpvar_123 = ((nspec_117.xyz * 2.0) - 1.0);
normal_116 = tmpvar_123;
vec3 tmpvar_124;
tmpvar_124 = normalize (normal_116);
vec3 tmpvar_125;
tmpvar_125 = tmpvar_124;
normal_116 = tmpvar_125;
vec4 tmpvar_126;
tmpvar_126 = texture2D (_CameraDepthTexture, uv_118);
float tmpvar_127;
tmpvar_127 = tmpvar_126.x;
depth_115 = tmpvar_127;
float tmpvar_128;
tmpvar_128 = Linear01Depth (depth_115);
float tmpvar_129;
tmpvar_129 = tmpvar_128;
depth_115 = tmpvar_129;
vec4 tmpvar_130;
tmpvar_130.w = 1.0;
tmpvar_130.xyz = (i_103.ray * depth_115).xyz;
vec4 tmpvar_131;
tmpvar_131 = tmpvar_130;
vpos_114 = tmpvar_131;
vec3 tmpvar_132;
tmpvar_132 = (_CameraToWorld * vpos_114).xyz;
wpos_113 = tmpvar_132;
vec3 tmpvar_133;
tmpvar_133 = (wpos_113 - _LightPos.xyz);
tolight_112 = tmpvar_133;
vec3 tmpvar_134;
tmpvar_134 = normalize (tolight_112);
vec3 tmpvar_135;
tmpvar_135 = -(tmpvar_134);
lightDir_111 = tmpvar_135;
float tmpvar_136;
tmpvar_136 = dot (tolight_112, tolight_112);
float tmpvar_137;
tmpvar_137 = (tmpvar_136 * _LightPos.w);
att_110 = tmpvar_137;
vec2 tmpvar_138;
tmpvar_138 = vec2(att_110);
vec2 tmpvar_139;
tmpvar_139 = tmpvar_138.xy;
vec4 tmpvar_140;
tmpvar_140 = texture2D (_LightTextureB0, tmpvar_139);
float tmpvar_141;
tmpvar_141 = tmpvar_140.w;
atten_109 = tmpvar_141;
float tmpvar_142;
tmpvar_142 = ComputeShadow (tolight_112, vpos_114.z, uv_118);
float tmpvar_143;
tmpvar_143 = (atten_109 * tmpvar_142);
atten_109 = tmpvar_143;
vec4 tmpvar_144;
tmpvar_144.w = 1.0;
tmpvar_144.xyz = wpos_113.xyz;
vec4 tmpvar_145;
tmpvar_145 = textureCube (_LightTexture0, (_LightMatrix0 * tmpvar_144).xyz);
float tmpvar_146;
tmpvar_146 = (atten_109 * tmpvar_145.w);
atten_109 = tmpvar_146;
float tmpvar_147;
tmpvar_147 = dot (lightDir_111, normal_116);
float tmpvar_148;
tmpvar_148 = max (0.0, tmpvar_147);
float tmpvar_149;
tmpvar_149 = tmpvar_148;
diff_108 = tmpvar_149;
vec3 tmpvar_150;
tmpvar_150 = normalize ((wpos_113 - _WorldSpaceCameraPos));
vec3 tmpvar_151;
tmpvar_151 = normalize ((lightDir_111 - tmpvar_150));
vec3 tmpvar_152;
tmpvar_152 = tmpvar_151;
h_107 = tmpvar_152;
float tmpvar_153;
tmpvar_153 = dot (h_107, normal_116);
float tmpvar_154;
tmpvar_154 = max (0.0, tmpvar_153);
float tmpvar_155;
tmpvar_155 = pow (tmpvar_154, (nspec_117.w * 128.0));
float tmpvar_156;
tmpvar_156 = tmpvar_155;
spec_106 = tmpvar_156;
float tmpvar_157;
tmpvar_157 = xll_saturate (atten_109);
float tmpvar_158;
tmpvar_158 = (spec_106 * tmpvar_157);
spec_106 = tmpvar_158;
vec3 tmpvar_159;
tmpvar_159 = (_LightColor.xyz * (diff_108 * atten_109));
res_105.xyz = tmpvar_159.xyz.xyz;
float tmpvar_160;
tmpvar_160 = Luminance (_LightColor.xyz);
float tmpvar_161;
tmpvar_161 = (spec_106 * tmpvar_160);
res_105.w = vec4(tmpvar_161).w;
float tmpvar_162;
tmpvar_162 = ((vpos_114.z * unity_LightmapFade.z) + unity_LightmapFade.w);
fade_104 = tmpvar_162;
float tmpvar_163;
tmpvar_163 = xll_saturate ((1.0 - fade_104));
vec4 tmpvar_164;
tmpvar_164 = (res_105 * tmpvar_163);
res_105 = tmpvar_164;
vec4 tmpvar_165;
tmpvar_165 = exp2 (-(res_105));
return tmpvar_165;
}
void main ()
{
v2f xlt_i_166;
vec4 xl_retval_167;
vec4 tmpvar_168;
tmpvar_168 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_166.pos = tmpvar_168;
vec4 tmpvar_169;
tmpvar_169 = xlv_TEXCOORD0.xyzw;
vec4 tmpvar_170;
tmpvar_170 = tmpvar_169;
xlt_i_166.uv = tmpvar_170;
vec3 tmpvar_171;
tmpvar_171 = xlv_TEXCOORD1.xyz;
vec3 tmpvar_172;
tmpvar_172 = tmpvar_171;
xlt_i_166.ray = tmpvar_172;
vec4 tmpvar_173;
tmpvar_173 = xlat_main (xlt_i_166);
vec4 tmpvar_174;
tmpvar_174 = tmpvar_173;
xl_retval_167 = tmpvar_174;
vec4 tmpvar_175;
tmpvar_175 = xl_retval_167.xyzw;
vec4 tmpvar_176;
tmpvar_176 = tmpvar_175;
gl_FragData[0] = tmpvar_176;
}