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

199 lines
4.3 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_Detail;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
uniform vec4 _Color;
uniform sampler2D _Detail;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 c_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_5;
tmpvar_5 = (tmpvar_4 * _Color);
c_3 = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = texture2D (_Detail, IN_1.uv_Detail);
vec3 tmpvar_7;
tmpvar_7 = (c_3.xyz * (tmpvar_6.xyz * 2.0));
c_3.xyz = tmpvar_7.xyz.xyz;
vec3 tmpvar_8;
tmpvar_8 = c_3.xyz;
o_2.Albedo = tmpvar_8;
float tmpvar_9;
tmpvar_9 = c_3.w;
o_2.Alpha = tmpvar_9;
}
float UnitySpotCookie (
in vec4 LightCoord_10
)
{
vec4 tmpvar_11;
tmpvar_11 = texture2D (_LightTexture0, ((LightCoord_10.xy / LightCoord_10.w) + 0.5));
return tmpvar_11.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_12
)
{
float tmpvar_13;
tmpvar_13 = dot (LightCoord_12, LightCoord_12);
vec2 tmpvar_14;
tmpvar_14 = vec2(tmpvar_13);
vec2 tmpvar_15;
tmpvar_15 = tmpvar_14.xy;
vec4 tmpvar_16;
tmpvar_16 = texture2D (_LightTextureB0, tmpvar_15);
return tmpvar_16.w;
}
vec4 LightingLambert (
in SurfaceOutput s_17,
in vec3 lightDir_18,
in float atten_19
)
{
vec4 c_20;
float diff_21;
float tmpvar_22;
tmpvar_22 = dot (s_17.Normal, lightDir_18);
float tmpvar_23;
tmpvar_23 = max (0.0, tmpvar_22);
float tmpvar_24;
tmpvar_24 = tmpvar_23;
diff_21 = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = ((s_17.Albedo * _LightColor0.xyz) * ((diff_21 * atten_19) * 2.0));
c_20.xyz = tmpvar_25.xyz.xyz;
float tmpvar_26;
tmpvar_26 = s_17.Alpha;
c_20.w = vec4(tmpvar_26).w;
return c_20;
}
vec4 frag_surf (
in v2f_surf IN_27
)
{
vec4 c_28;
vec3 lightDir_29;
SurfaceOutput o_30;
Input surfIN_31;
vec2 tmpvar_32;
tmpvar_32 = IN_27.hip_pack0.xy;
surfIN_31.uv_MainTex = tmpvar_32;
vec2 tmpvar_33;
tmpvar_33 = IN_27.hip_pack0.zw;
surfIN_31.uv_Detail = tmpvar_33;
vec3 tmpvar_34;
tmpvar_34 = vec3(0.0, 0.0, 0.0);
o_30.Albedo = tmpvar_34;
vec3 tmpvar_35;
tmpvar_35 = vec3(0.0, 0.0, 0.0);
o_30.Emission = tmpvar_35;
float tmpvar_36;
tmpvar_36 = 0.0;
o_30.Specular = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.0;
o_30.Alpha = tmpvar_37;
float tmpvar_38;
tmpvar_38 = 0.0;
o_30.Gloss = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = IN_27.normal;
o_30.Normal = tmpvar_39;
surf (surfIN_31, o_30);
vec3 tmpvar_40;
tmpvar_40 = IN_27.lightDir;
lightDir_29 = tmpvar_40;
vec3 tmpvar_41;
tmpvar_41 = normalize (lightDir_29);
vec3 tmpvar_42;
tmpvar_42 = tmpvar_41;
lightDir_29 = tmpvar_42;
float tmpvar_43;
tmpvar_43 = UnitySpotCookie (IN_27._LightCoord);
float tmpvar_44;
tmpvar_44 = UnitySpotAttenuate (IN_27._LightCoord.xyz);
vec4 tmpvar_45;
tmpvar_45 = LightingLambert (o_30, lightDir_29, ((float(
(IN_27._LightCoord.z > 0.0)
) * tmpvar_43) * tmpvar_44));
vec4 tmpvar_46;
tmpvar_46 = tmpvar_45;
c_28 = tmpvar_46;
float tmpvar_47;
tmpvar_47 = 0.0;
c_28.w = vec4(tmpvar_47).w;
return c_28;
}
void main ()
{
v2f_surf xlt_IN_48;
vec4 xl_retval_49;
vec4 tmpvar_50;
tmpvar_50 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_48.pos = tmpvar_50;
float tmpvar_51;
tmpvar_51 = xlv_FOG.x;
xlt_IN_48.fog = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = gl_TexCoord[0].xyzw;
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_48.hip_pack0 = tmpvar_53;
vec3 tmpvar_54;
tmpvar_54 = gl_TexCoord[1].xyz;
vec3 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_48.normal = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = gl_TexCoord[2].xyz;
vec3 tmpvar_57;
tmpvar_57 = tmpvar_56;
xlt_IN_48.lightDir = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = gl_TexCoord[3].xyzw;
vec4 tmpvar_59;
tmpvar_59 = tmpvar_58;
xlt_IN_48._LightCoord = tmpvar_59;
vec4 tmpvar_60;
tmpvar_60 = frag_surf (xlt_IN_48);
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
xl_retval_49 = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = xl_retval_49.xyzw;
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
gl_FragData[0] = tmpvar_63;
}