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

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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_BumpMap;
vec2 uv_Illum;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec4 _LightCoord;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _Illum;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Parallax;
uniform sampler2D _ParallaxMap;
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;
}
vec2 ParallaxOffset (
in float h_6,
in float height_7,
in vec3 viewDir_8
)
{
vec3 v_9;
float tmpvar_10;
tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
h_6 = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = normalize (viewDir_8);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
v_9 = tmpvar_12;
float tmpvar_13;
tmpvar_13 = (v_9.z + 0.42);
v_9.z = vec3(tmpvar_13).z;
return (h_6 * (v_9.xy / v_9.z));
}
void surf (
in Input IN_14,
inout SurfaceOutput o_15
)
{
vec4 c_16;
vec2 offset_17;
float h_18;
vec4 tmpvar_19;
tmpvar_19 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
float tmpvar_20;
tmpvar_20 = tmpvar_19.w;
h_18 = tmpvar_20;
vec2 tmpvar_21;
tmpvar_21 = ParallaxOffset (h_18, _Parallax, IN_14.viewDir);
vec2 tmpvar_22;
tmpvar_22 = tmpvar_21;
offset_17 = tmpvar_22;
vec2 tmpvar_23;
tmpvar_23 = (IN_14.uv_MainTex + offset_17);
IN_14.uv_MainTex = tmpvar_23;
vec2 tmpvar_24;
tmpvar_24 = (IN_14.uv_BumpMap + offset_17);
IN_14.uv_BumpMap = tmpvar_24;
vec2 tmpvar_25;
tmpvar_25 = (IN_14.uv_Illum + offset_17);
IN_14.uv_Illum = tmpvar_25;
vec4 tmpvar_26;
tmpvar_26 = texture2D (_MainTex, IN_14.uv_MainTex);
vec4 tmpvar_27;
tmpvar_27 = (tmpvar_26 * _Color);
c_16 = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = c_16.xyz;
o_15.Albedo = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = texture2D (_Illum, IN_14.uv_Illum);
vec3 tmpvar_30;
tmpvar_30 = (c_16.xyz * tmpvar_29.w);
o_15.Emission = tmpvar_30;
float tmpvar_31;
tmpvar_31 = c_16.w;
o_15.Alpha = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap);
vec4 tmpvar_33;
tmpvar_33 = UnpackNormal (tmpvar_32);
vec3 tmpvar_34;
tmpvar_34 = tmpvar_33.xyz;
vec3 tmpvar_35;
tmpvar_35 = tmpvar_34;
o_15.Normal = tmpvar_35;
}
float UnitySpotCookie (
in vec4 LightCoord_36
)
{
vec4 tmpvar_37;
tmpvar_37 = texture2D (_LightTexture0, ((LightCoord_36.xy / LightCoord_36.w) + 0.5));
return tmpvar_37.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_38
)
{
float tmpvar_39;
tmpvar_39 = dot (LightCoord_38, LightCoord_38);
vec2 tmpvar_40;
tmpvar_40 = vec2(tmpvar_39);
vec2 tmpvar_41;
tmpvar_41 = tmpvar_40.xy;
vec4 tmpvar_42;
tmpvar_42 = texture2D (_LightTextureB0, tmpvar_41);
return tmpvar_42.w;
}
vec4 LightingLambert (
in SurfaceOutput s_43,
in vec3 lightDir_44,
in float atten_45
)
{
vec4 c_46;
float diff_47;
float tmpvar_48;
tmpvar_48 = dot (s_43.Normal, lightDir_44);
float tmpvar_49;
tmpvar_49 = max (0.0, tmpvar_48);
float tmpvar_50;
tmpvar_50 = tmpvar_49;
diff_47 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = ((s_43.Albedo * _LightColor0.xyz) * ((diff_47 * atten_45) * 2.0));
c_46.xyz = tmpvar_51.xyz.xyz;
float tmpvar_52;
tmpvar_52 = s_43.Alpha;
c_46.w = vec4(tmpvar_52).w;
return c_46;
}
vec4 frag_surf (
in v2f_surf IN_53
)
{
vec4 c_54;
vec3 lightDir_55;
SurfaceOutput o_56;
Input surfIN_57;
vec2 tmpvar_58;
tmpvar_58 = IN_53.hip_pack0.xy;
surfIN_57.uv_MainTex = tmpvar_58;
vec2 tmpvar_59;
tmpvar_59 = IN_53.hip_pack0.zw;
surfIN_57.uv_BumpMap = tmpvar_59;
vec3 tmpvar_60;
tmpvar_60 = IN_53.viewDir;
surfIN_57.viewDir = tmpvar_60;
vec3 tmpvar_61;
tmpvar_61 = vec3(0.0, 0.0, 0.0);
o_56.Albedo = tmpvar_61;
vec3 tmpvar_62;
tmpvar_62 = vec3(0.0, 0.0, 0.0);
o_56.Emission = tmpvar_62;
float tmpvar_63;
tmpvar_63 = 0.0;
o_56.Specular = tmpvar_63;
float tmpvar_64;
tmpvar_64 = 0.0;
o_56.Alpha = tmpvar_64;
float tmpvar_65;
tmpvar_65 = 0.0;
o_56.Gloss = tmpvar_65;
surf (surfIN_57, o_56);
vec3 tmpvar_66;
tmpvar_66 = IN_53.lightDir;
lightDir_55 = tmpvar_66;
vec3 tmpvar_67;
tmpvar_67 = normalize (lightDir_55);
vec3 tmpvar_68;
tmpvar_68 = tmpvar_67;
lightDir_55 = tmpvar_68;
float tmpvar_69;
tmpvar_69 = UnitySpotCookie (IN_53._LightCoord);
float tmpvar_70;
tmpvar_70 = UnitySpotAttenuate (IN_53._LightCoord.xyz);
vec4 tmpvar_71;
tmpvar_71 = LightingLambert (o_56, lightDir_55, ((float(
(IN_53._LightCoord.z > 0.0)
) * tmpvar_69) * tmpvar_70));
vec4 tmpvar_72;
tmpvar_72 = tmpvar_71;
c_54 = tmpvar_72;
float tmpvar_73;
tmpvar_73 = 0.0;
c_54.w = vec4(tmpvar_73).w;
return c_54;
}
void main ()
{
v2f_surf xlt_IN_74;
vec4 xl_retval_75;
vec4 tmpvar_76;
tmpvar_76 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_74.pos = tmpvar_76;
float tmpvar_77;
tmpvar_77 = xlv_FOG.x;
xlt_IN_74.fog = tmpvar_77;
vec4 tmpvar_78;
tmpvar_78 = gl_TexCoord[0].xyzw;
vec4 tmpvar_79;
tmpvar_79 = tmpvar_78;
xlt_IN_74.hip_pack0 = tmpvar_79;
vec3 tmpvar_80;
tmpvar_80 = gl_TexCoord[1].xyz;
vec3 tmpvar_81;
tmpvar_81 = tmpvar_80;
xlt_IN_74.viewDir = tmpvar_81;
vec3 tmpvar_82;
tmpvar_82 = gl_TexCoord[2].xyz;
vec3 tmpvar_83;
tmpvar_83 = tmpvar_82;
xlt_IN_74.lightDir = tmpvar_83;
vec4 tmpvar_84;
tmpvar_84 = gl_TexCoord[3].xyzw;
vec4 tmpvar_85;
tmpvar_85 = tmpvar_84;
xlt_IN_74._LightCoord = tmpvar_85;
vec4 tmpvar_86;
tmpvar_86 = frag_surf (xlt_IN_74);
vec4 tmpvar_87;
tmpvar_87 = tmpvar_86;
xl_retval_75 = tmpvar_87;
vec4 tmpvar_88;
tmpvar_88 = xl_retval_75.xyzw;
vec4 tmpvar_89;
tmpvar_89 = tmpvar_88;
gl_FragData[0] = tmpvar_89;
}