bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Splatmap_Lightmap-AddPass1-ir.txt
2014-02-10 23:06:13 -08:00

188 lines
4.2 KiB
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_Control;
vec2 uv_Splat0;
vec2 uv_Splat1;
vec2 uv_Splat2;
vec2 uv_Splat3;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_pack1;
vec2 hip_pack2;
vec4 hip_screen;
};
uniform sampler2D _Control;
uniform sampler2D _LightBuffer;
uniform sampler2D _Splat0;
uniform sampler2D _Splat1;
uniform sampler2D _Splat2;
uniform sampler2D _Splat3;
uniform vec4 unity_Ambient;
varying vec4 xlv_FOG;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec3 col_3;
vec4 splat_control_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_Control, IN_1.uv_Control);
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
splat_control_4 = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_Splat0, IN_1.uv_Splat0);
vec3 tmpvar_8;
tmpvar_8 = (splat_control_4.x * tmpvar_7.xyz);
col_3 = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_Splat1, IN_1.uv_Splat1);
vec3 tmpvar_10;
tmpvar_10 = (col_3 + (splat_control_4.y * tmpvar_9.xyz));
col_3 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = texture2D (_Splat2, IN_1.uv_Splat2);
vec3 tmpvar_12;
tmpvar_12 = (col_3 + (splat_control_4.z * tmpvar_11.xyz));
col_3 = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = texture2D (_Splat3, IN_1.uv_Splat3);
vec3 tmpvar_14;
tmpvar_14 = (col_3 + (splat_control_4.w * tmpvar_13.xyz));
col_3 = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = col_3;
o_2.Albedo = tmpvar_15;
float tmpvar_16;
tmpvar_16 = 0.0;
o_2.Alpha = tmpvar_16;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_17,
in vec4 light_18
)
{
vec4 c_19;
vec3 tmpvar_20;
tmpvar_20 = (s_17.Albedo * light_18.xyz);
c_19.xyz = tmpvar_20.xyz.xyz;
float tmpvar_21;
tmpvar_21 = s_17.Alpha;
c_19.w = vec4(tmpvar_21).w;
return c_19;
}
vec4 frag_surf (
in v2f_surf IN_22
)
{
vec4 col_23;
vec4 light_24;
SurfaceOutput o_25;
Input surfIN_26;
vec2 tmpvar_27;
tmpvar_27 = IN_22.hip_pack0.xy;
surfIN_26.uv_Control = tmpvar_27;
vec2 tmpvar_28;
tmpvar_28 = IN_22.hip_pack0.zw;
surfIN_26.uv_Splat0 = tmpvar_28;
vec2 tmpvar_29;
tmpvar_29 = IN_22.hip_pack1.xy;
surfIN_26.uv_Splat1 = tmpvar_29;
vec2 tmpvar_30;
tmpvar_30 = IN_22.hip_pack1.zw;
surfIN_26.uv_Splat2 = tmpvar_30;
vec2 tmpvar_31;
tmpvar_31 = IN_22.hip_pack2.xy;
surfIN_26.uv_Splat3 = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_25.Albedo = tmpvar_32;
vec3 tmpvar_33;
tmpvar_33 = vec3(0.0, 0.0, 0.0);
o_25.Emission = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_25.Specular = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_25.Alpha = tmpvar_35;
float tmpvar_36;
tmpvar_36 = 0.0;
o_25.Gloss = tmpvar_36;
surf (surfIN_26, o_25);
vec4 tmpvar_37;
tmpvar_37 = texture2DProj (_LightBuffer, IN_22.hip_screen);
vec4 tmpvar_38;
tmpvar_38 = tmpvar_37;
light_24 = tmpvar_38;
vec4 tmpvar_39;
tmpvar_39 = log2 (light_24);
vec4 tmpvar_40;
tmpvar_40 = -(tmpvar_39);
light_24 = tmpvar_40;
vec3 tmpvar_41;
tmpvar_41 = (light_24.xyz + unity_Ambient.xyz);
light_24.xyz = tmpvar_41.xyz.xyz;
vec4 tmpvar_42;
tmpvar_42 = LightingLambert_PrePass (o_25, light_24);
vec4 tmpvar_43;
tmpvar_43 = tmpvar_42;
col_23 = tmpvar_43;
return col_23;
}
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;
vec4 tmpvar_50;
tmpvar_50 = gl_TexCoord[1].xyzw;
vec4 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_IN_44.hip_pack1 = tmpvar_51;
vec2 tmpvar_52;
tmpvar_52 = gl_TexCoord[2].xy;
vec2 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_44.hip_pack2 = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = gl_TexCoord[3].xyzw;
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_44.hip_screen = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = frag_surf (xlt_IN_44);
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
xl_retval_45 = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = xl_retval_45.xyzw;
vec4 tmpvar_59;
tmpvar_59 = tmpvar_58;
gl_FragData[0] = tmpvar_59;
}