bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Self-Illumin_Bumped_Diffuse2-ir.txt
2014-02-10 23:06:13 -08:00

180 lines
3.9 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_Illum;
vec2 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 unity_Ambient;
varying vec4 xlv_FOG;
vec4 UnpackNormal (
in vec4 packednormal_1
)
{
vec4 normal_2;
vec2 tmpvar_3;
tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
normal_2.xy = tmpvar_3.xy.xy;
float tmpvar_4;
tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
float tmpvar_5;
tmpvar_5 = tmpvar_4;
normal_2.z = vec3(tmpvar_5).z;
return normal_2;
}
void surf (
in Input IN_6,
inout SurfaceOutput o_7
)
{
vec4 c_8;
vec4 tex_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
tex_9 = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = (tex_9 * _Color);
c_8 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = c_8.xyz;
o_7.Albedo = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (_Illum, IN_6.uv_Illum);
vec3 tmpvar_15;
tmpvar_15 = (c_8.xyz * tmpvar_14.w);
o_7.Emission = tmpvar_15;
float tmpvar_16;
tmpvar_16 = c_8.w;
o_7.Alpha = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = texture2D (_BumpMap, IN_6.uv_BumpMap);
vec4 tmpvar_18;
tmpvar_18 = UnpackNormal (tmpvar_17);
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18.xyz;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_19;
o_7.Normal = tmpvar_20;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_21,
in vec4 light_22
)
{
vec4 c_23;
vec3 tmpvar_24;
tmpvar_24 = (s_21.Albedo * light_22.xyz);
c_23.xyz = tmpvar_24.xyz.xyz;
float tmpvar_25;
tmpvar_25 = s_21.Alpha;
c_23.w = vec4(tmpvar_25).w;
return c_23;
}
vec4 frag_surf (
in v2f_surf IN_26
)
{
vec4 col_27;
vec4 light_28;
SurfaceOutput o_29;
Input surfIN_30;
vec2 tmpvar_31;
tmpvar_31 = IN_26.hip_pack0.xy;
surfIN_30.uv_MainTex = tmpvar_31;
vec2 tmpvar_32;
tmpvar_32 = IN_26.hip_pack0.zw;
surfIN_30.uv_Illum = tmpvar_32;
vec3 tmpvar_33;
tmpvar_33 = vec3(0.0, 0.0, 0.0);
o_29.Albedo = tmpvar_33;
vec3 tmpvar_34;
tmpvar_34 = vec3(0.0, 0.0, 0.0);
o_29.Emission = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_29.Specular = tmpvar_35;
float tmpvar_36;
tmpvar_36 = 0.0;
o_29.Alpha = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.0;
o_29.Gloss = tmpvar_37;
surf (surfIN_30, o_29);
vec4 tmpvar_38;
tmpvar_38 = texture2DProj (_LightBuffer, IN_26.hip_screen);
vec4 tmpvar_39;
tmpvar_39 = tmpvar_38;
light_28 = tmpvar_39;
vec4 tmpvar_40;
tmpvar_40 = log2 (light_28);
vec4 tmpvar_41;
tmpvar_41 = -(tmpvar_40);
light_28 = tmpvar_41;
vec3 tmpvar_42;
tmpvar_42 = (light_28.xyz + unity_Ambient.xyz);
light_28.xyz = tmpvar_42.xyz.xyz;
vec4 tmpvar_43;
tmpvar_43 = LightingLambert_PrePass (o_29, light_28);
vec4 tmpvar_44;
tmpvar_44 = tmpvar_43;
col_27 = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = (col_27.xyz + o_29.Emission);
col_27.xyz = tmpvar_45.xyz.xyz;
return col_27;
}
void main ()
{
v2f_surf xlt_IN_46;
vec4 xl_retval_47;
vec4 tmpvar_48;
tmpvar_48 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_46.pos = tmpvar_48;
float tmpvar_49;
tmpvar_49 = xlv_FOG.x;
xlt_IN_46.fog = tmpvar_49;
vec4 tmpvar_50;
tmpvar_50 = gl_TexCoord[0].xyzw;
vec4 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_IN_46.hip_pack0 = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = gl_TexCoord[1].xyzw;
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_46.hip_screen = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = frag_surf (xlt_IN_46);
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
xl_retval_47 = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = xl_retval_47.xyzw;
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
gl_FragData[0] = tmpvar_57;
}