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

149 lines
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 lightDir;
vec2 _LightCoord;
};
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, IN_1.uv_MainTex);
vec3 tmpvar_4;
tmpvar_4 = tmpvar_3.xyz;
o_2.Albedo = tmpvar_4;
}
vec4 LightingWrapLambert (
in SurfaceOutput s_5,
in vec3 lightDir_6,
in float atten_7
)
{
vec4 c_8;
float diff_9;
float NdotL_10;
float tmpvar_11;
tmpvar_11 = dot (s_5.Normal, lightDir_6);
float tmpvar_12;
tmpvar_12 = tmpvar_11;
NdotL_10 = tmpvar_12;
float tmpvar_13;
tmpvar_13 = ((NdotL_10 * 0.5) + 0.5);
diff_9 = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = ((s_5.Albedo * _LightColor0.xyz) * ((diff_9 * atten_7) * 2.0));
c_8.xyz = tmpvar_14.xyz.xyz;
float tmpvar_15;
tmpvar_15 = s_5.Alpha;
c_8.w = vec4(tmpvar_15).w;
return c_8;
}
vec4 frag_surf (
in v2f_surf IN_16
)
{
vec4 c_17;
vec3 lightDir_18;
SurfaceOutput o_19;
Input surfIN_20;
vec2 tmpvar_21;
tmpvar_21 = IN_16.hip_pack0.xy;
surfIN_20.uv_MainTex = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = vec3(0.0, 0.0, 0.0);
o_19.Albedo = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = vec3(0.0, 0.0, 0.0);
o_19.Emission = tmpvar_23;
float tmpvar_24;
tmpvar_24 = 0.0;
o_19.Specular = tmpvar_24;
float tmpvar_25;
tmpvar_25 = 0.0;
o_19.Alpha = tmpvar_25;
float tmpvar_26;
tmpvar_26 = 0.0;
o_19.Gloss = tmpvar_26;
vec3 tmpvar_27;
tmpvar_27 = IN_16.normal;
o_19.Normal = tmpvar_27;
surf (surfIN_20, o_19);
vec3 tmpvar_28;
tmpvar_28 = IN_16.lightDir;
lightDir_18 = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29 = texture2D (_LightTexture0, IN_16._LightCoord);
vec4 tmpvar_30;
tmpvar_30 = LightingWrapLambert (o_19, lightDir_18, (tmpvar_29.w * 1.0));
vec4 tmpvar_31;
tmpvar_31 = tmpvar_30;
c_17 = tmpvar_31;
float tmpvar_32;
tmpvar_32 = 0.0;
c_17.w = vec4(tmpvar_32).w;
return c_17;
}
void main ()
{
v2f_surf xlt_IN_33;
vec4 xl_retval_34;
vec4 tmpvar_35;
tmpvar_35 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_33.pos = tmpvar_35;
float tmpvar_36;
tmpvar_36 = xlv_FOG.x;
xlt_IN_33.fog = tmpvar_36;
vec2 tmpvar_37;
tmpvar_37 = gl_TexCoord[0].xy;
vec2 tmpvar_38;
tmpvar_38 = tmpvar_37;
xlt_IN_33.hip_pack0 = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = gl_TexCoord[1].xyz;
vec3 tmpvar_40;
tmpvar_40 = tmpvar_39;
xlt_IN_33.normal = tmpvar_40;
vec3 tmpvar_41;
tmpvar_41 = gl_TexCoord[2].xyz;
vec3 tmpvar_42;
tmpvar_42 = tmpvar_41;
xlt_IN_33.lightDir = tmpvar_42;
vec2 tmpvar_43;
tmpvar_43 = gl_TexCoord[3].xy;
vec2 tmpvar_44;
tmpvar_44 = tmpvar_43;
xlt_IN_33._LightCoord = tmpvar_44;
vec4 tmpvar_45;
tmpvar_45 = frag_surf (xlt_IN_33);
vec4 tmpvar_46;
tmpvar_46 = tmpvar_45;
xl_retval_34 = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = xl_retval_34.xyzw;
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
gl_FragData[0] = tmpvar_48;
}