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

253 lines
5.6 KiB
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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 normal;
vec3 lightDir;
vec3 viewDir;
vec4 _LightCoord;
};
uniform vec4 _Color;
uniform samplerCube _Cube;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform float _Shininess;
uniform vec4 _SpecColor;
varying vec4 xlv_FOG;
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;
}
float UnitySpotCookie (
in vec4 LightCoord_17
)
{
vec4 tmpvar_18;
tmpvar_18 = texture2D (_LightTexture0, ((LightCoord_17.xy / LightCoord_17.w) + 0.5));
return tmpvar_18.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_19
)
{
float tmpvar_20;
tmpvar_20 = dot (LightCoord_19, LightCoord_19);
vec2 tmpvar_21;
tmpvar_21 = vec2(tmpvar_20);
vec2 tmpvar_22;
tmpvar_22 = tmpvar_21.xy;
vec4 tmpvar_23;
tmpvar_23 = texture2D (_LightTextureB0, tmpvar_22);
return tmpvar_23.w;
}
vec4 LightingBlinnPhong (
in SurfaceOutput s_24,
in vec3 lightDir_25,
in vec3 viewDir_26,
in float atten_27
)
{
vec4 c_28;
float spec_29;
float nh_30;
float diff_31;
vec3 h_32;
vec3 tmpvar_33;
tmpvar_33 = normalize ((lightDir_25 + viewDir_26));
vec3 tmpvar_34;
tmpvar_34 = tmpvar_33;
h_32 = tmpvar_34;
float tmpvar_35;
tmpvar_35 = dot (s_24.Normal, lightDir_25);
float tmpvar_36;
tmpvar_36 = max (0.0, tmpvar_35);
float tmpvar_37;
tmpvar_37 = tmpvar_36;
diff_31 = tmpvar_37;
float tmpvar_38;
tmpvar_38 = dot (s_24.Normal, h_32);
float tmpvar_39;
tmpvar_39 = max (0.0, tmpvar_38);
float tmpvar_40;
tmpvar_40 = tmpvar_39;
nh_30 = tmpvar_40;
float tmpvar_41;
tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0));
float tmpvar_42;
tmpvar_42 = (tmpvar_41 * s_24.Gloss);
spec_29 = tmpvar_42;
vec3 tmpvar_43;
tmpvar_43 = (((
(s_24.Albedo * _LightColor0.xyz)
* diff_31) + (
(_LightColor0.xyz * _SpecColor.xyz)
* spec_29)) * (atten_27 * 2.0));
c_28.xyz = tmpvar_43.xyz.xyz;
float tmpvar_44;
tmpvar_44 = (s_24.Alpha + ((
(_LightColor0.w * _SpecColor.w)
* spec_29) * atten_27));
c_28.w = vec4(tmpvar_44).w;
return c_28;
}
vec4 frag_surf (
in v2f_surf IN_45
)
{
vec4 c_46;
vec3 lightDir_47;
SurfaceOutput o_48;
Input surfIN_49;
vec2 tmpvar_50;
tmpvar_50 = IN_45.hip_pack0.xy;
surfIN_49.uv_MainTex = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = vec3(0.0, 0.0, 0.0);
o_48.Albedo = tmpvar_51;
vec3 tmpvar_52;
tmpvar_52 = vec3(0.0, 0.0, 0.0);
o_48.Emission = tmpvar_52;
float tmpvar_53;
tmpvar_53 = 0.0;
o_48.Specular = tmpvar_53;
float tmpvar_54;
tmpvar_54 = 0.0;
o_48.Alpha = tmpvar_54;
float tmpvar_55;
tmpvar_55 = 0.0;
o_48.Gloss = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = IN_45.normal;
o_48.Normal = tmpvar_56;
surf (surfIN_49, o_48);
vec3 tmpvar_57;
tmpvar_57 = IN_45.lightDir;
lightDir_47 = tmpvar_57;
vec3 tmpvar_58;
tmpvar_58 = normalize (lightDir_47);
vec3 tmpvar_59;
tmpvar_59 = tmpvar_58;
lightDir_47 = tmpvar_59;
vec3 tmpvar_60;
tmpvar_60 = IN_45.viewDir.xyz;
vec3 tmpvar_61;
tmpvar_61 = normalize (tmpvar_60);
float tmpvar_62;
tmpvar_62 = UnitySpotCookie (IN_45._LightCoord);
float tmpvar_63;
tmpvar_63 = UnitySpotAttenuate (IN_45._LightCoord.xyz);
vec4 tmpvar_64;
tmpvar_64 = LightingBlinnPhong (o_48, lightDir_47, tmpvar_61, ((float(
(IN_45._LightCoord.z > 0.0)
) * tmpvar_62) * tmpvar_63));
vec4 tmpvar_65;
tmpvar_65 = tmpvar_64;
c_46 = tmpvar_65;
float tmpvar_66;
tmpvar_66 = 0.0;
c_46.w = vec4(tmpvar_66).w;
return c_46;
}
void main ()
{
v2f_surf xlt_IN_67;
vec4 xl_retval_68;
vec4 tmpvar_69;
tmpvar_69 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_67.pos = tmpvar_69;
float tmpvar_70;
tmpvar_70 = xlv_FOG.x;
xlt_IN_67.fog = tmpvar_70;
vec2 tmpvar_71;
tmpvar_71 = gl_TexCoord[0].xy;
vec2 tmpvar_72;
tmpvar_72 = tmpvar_71;
xlt_IN_67.hip_pack0 = tmpvar_72;
vec3 tmpvar_73;
tmpvar_73 = gl_TexCoord[1].xyz;
vec3 tmpvar_74;
tmpvar_74 = tmpvar_73;
xlt_IN_67.normal = tmpvar_74;
vec3 tmpvar_75;
tmpvar_75 = gl_TexCoord[2].xyz;
vec3 tmpvar_76;
tmpvar_76 = tmpvar_75;
xlt_IN_67.lightDir = tmpvar_76;
vec3 tmpvar_77;
tmpvar_77 = gl_TexCoord[3].xyz;
vec3 tmpvar_78;
tmpvar_78 = tmpvar_77;
xlt_IN_67.viewDir = tmpvar_78;
vec4 tmpvar_79;
tmpvar_79 = gl_TexCoord[4].xyzw;
vec4 tmpvar_80;
tmpvar_80 = tmpvar_79;
xlt_IN_67._LightCoord = tmpvar_80;
vec4 tmpvar_81;
tmpvar_81 = frag_surf (xlt_IN_67);
vec4 tmpvar_82;
tmpvar_82 = tmpvar_81;
xl_retval_68 = tmpvar_82;
vec4 tmpvar_83;
tmpvar_83 = xl_retval_68.xyzw;
vec4 tmpvar_84;
tmpvar_84 = tmpvar_83;
gl_FragData[0] = tmpvar_84;
}