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

203 lines
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec3 worldPos;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 worldPos;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
void surf (
in Input IN_2,
inout SurfaceOutput o_3
)
{
float tmpvar_4;
tmpvar_4 = fract (((IN_2.worldPos.y + (IN_2.worldPos.z * 0.1)) * 5.0));
xll_clip ((tmpvar_4 - 0.5));
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5.xyz;
o_3.Albedo = tmpvar_6;
}
float UnitySpotCookie (
in vec4 LightCoord_7
)
{
vec4 tmpvar_8;
tmpvar_8 = texture2D (_LightTexture0, ((LightCoord_7.xy / LightCoord_7.w) + 0.5));
return tmpvar_8.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_9
)
{
float tmpvar_10;
tmpvar_10 = dot (LightCoord_9, LightCoord_9);
vec2 tmpvar_11;
tmpvar_11 = vec2(tmpvar_10);
vec2 tmpvar_12;
tmpvar_12 = tmpvar_11.xy;
vec4 tmpvar_13;
tmpvar_13 = texture2D (_LightTextureB0, tmpvar_12);
return tmpvar_13.w;
}
vec4 LightingLambert (
in SurfaceOutput s_14,
in vec3 lightDir_15,
in float atten_16
)
{
vec4 c_17;
float diff_18;
float tmpvar_19;
tmpvar_19 = dot (s_14.Normal, lightDir_15);
float tmpvar_20;
tmpvar_20 = max (0.0, tmpvar_19);
float tmpvar_21;
tmpvar_21 = tmpvar_20;
diff_18 = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = ((s_14.Albedo * _LightColor0.xyz) * ((diff_18 * atten_16) * 2.0));
c_17.xyz = tmpvar_22.xyz.xyz;
float tmpvar_23;
tmpvar_23 = s_14.Alpha;
c_17.w = vec4(tmpvar_23).w;
return c_17;
}
vec4 frag_surf (
in v2f_surf IN_24
)
{
vec4 c_25;
vec3 lightDir_26;
SurfaceOutput o_27;
Input surfIN_28;
vec2 tmpvar_29;
tmpvar_29 = IN_24.hip_pack0.xy;
surfIN_28.uv_MainTex = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = IN_24.worldPos;
surfIN_28.worldPos = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = vec3(0.0, 0.0, 0.0);
o_27.Albedo = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_27.Emission = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_27.Specular = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_27.Alpha = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_27.Gloss = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = IN_24.normal;
o_27.Normal = tmpvar_36;
surf (surfIN_28, o_27);
vec3 tmpvar_37;
tmpvar_37 = IN_24.lightDir;
lightDir_26 = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = normalize (lightDir_26);
vec3 tmpvar_39;
tmpvar_39 = tmpvar_38;
lightDir_26 = tmpvar_39;
float tmpvar_40;
tmpvar_40 = UnitySpotCookie (IN_24._LightCoord);
float tmpvar_41;
tmpvar_41 = UnitySpotAttenuate (IN_24._LightCoord.xyz);
vec4 tmpvar_42;
tmpvar_42 = LightingLambert (o_27, lightDir_26, ((float(
(IN_24._LightCoord.z > 0.0)
) * tmpvar_40) * tmpvar_41));
vec4 tmpvar_43;
tmpvar_43 = tmpvar_42;
c_25 = tmpvar_43;
float tmpvar_44;
tmpvar_44 = 0.0;
c_25.w = vec4(tmpvar_44).w;
return c_25;
}
void main ()
{
v2f_surf xlt_IN_45;
vec4 xl_retval_46;
vec4 tmpvar_47;
tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_45.pos = tmpvar_47;
float tmpvar_48;
tmpvar_48 = xlv_FOG.x;
xlt_IN_45.fog = tmpvar_48;
vec2 tmpvar_49;
tmpvar_49 = gl_TexCoord[0].xy;
vec2 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_45.hip_pack0 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = gl_TexCoord[1].xyz;
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_45.worldPos = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = gl_TexCoord[2].xyz;
vec3 tmpvar_54;
tmpvar_54 = tmpvar_53;
xlt_IN_45.normal = tmpvar_54;
vec3 tmpvar_55;
tmpvar_55 = gl_TexCoord[3].xyz;
vec3 tmpvar_56;
tmpvar_56 = tmpvar_55;
xlt_IN_45.lightDir = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = gl_TexCoord[4].xyzw;
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
xlt_IN_45._LightCoord = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = frag_surf (xlt_IN_45);
vec4 tmpvar_60;
tmpvar_60 = tmpvar_59;
xl_retval_46 = tmpvar_60;
vec4 tmpvar_61;
tmpvar_61 = xl_retval_46.xyzw;
vec4 tmpvar_62;
tmpvar_62 = tmpvar_61;
gl_FragData[0] = tmpvar_62;
}