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

162 lines
3.5 KiB
Text

struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
vec3 backContrib;
vec3 nl;
vec3 nh;
};
uniform sampler2D _BumpSpecMap;
uniform float _Cutoff;
uniform sampler2D _MainTex;
uniform vec4 _SpecColor;
uniform vec4 _TerrainTreeLightColors[4];
uniform vec3 _TranslucencyColor;
uniform sampler2D _TranslucencyMap;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
vec4 frag (
in v2f i_2
)
{
vec4 c_3;
float spec_4;
float nh_5;
float nl_6;
vec3 translucencyColor_7;
vec3 lightColor_8;
int j_9;
vec3 backContribs_10;
vec3 light_11;
float gloss_12;
vec4 trngls_13;
float specular_14;
vec3 albedo_15;
vec4 col_16;
int tmpvar_17;
tmpvar_17 = 0;
j_9 = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18 = texture2D (_MainTex, i_2.uv);
vec4 tmpvar_19;
tmpvar_19 = tmpvar_18;
col_16 = tmpvar_19;
xll_clip ((col_16.w - _Cutoff));
vec3 tmpvar_20;
tmpvar_20 = (col_16.xyz * i_2.color);
albedo_15 = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21 = texture2D (_BumpSpecMap, i_2.uv);
float tmpvar_22;
tmpvar_22 = (tmpvar_21.x * 128.0);
specular_14 = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23 = texture2D (_TranslucencyMap, i_2.uv);
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
trngls_13 = tmpvar_24;
float tmpvar_25;
tmpvar_25 = trngls_13.w;
gloss_12 = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = gl_LightModel.ambient.xyz;
vec3 tmpvar_27;
tmpvar_27 = (tmpvar_26 * albedo_15);
light_11 = tmpvar_27;
vec3 tmpvar_28;
tmpvar_28 = (i_2.backContrib * trngls_13.z);
backContribs_10 = tmpvar_28;
while (true) {
if (!((j_9 < 3))) {
break;
};
vec3 tmpvar_29;
tmpvar_29 = _TerrainTreeLightColors[j_9].xyz;
lightColor_8 = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = (backContribs_10[j_9] * _TranslucencyColor);
translucencyColor_7 = tmpvar_30;
float tmpvar_31;
tmpvar_31 = i_2.nl[j_9];
nl_6 = tmpvar_31;
float tmpvar_32;
tmpvar_32 = i_2.nh[j_9];
nh_5 = tmpvar_32;
float tmpvar_33;
tmpvar_33 = pow (nh_5, specular_14);
float tmpvar_34;
tmpvar_34 = (tmpvar_33 * gloss_12);
spec_4 = tmpvar_34;
vec3 tmpvar_35;
tmpvar_35 = (light_11 + ((
(albedo_15 * (translucencyColor_7 + nl_6))
+
(_SpecColor.xyz * spec_4)
) * lightColor_8));
light_11 = tmpvar_35;
int _post_incdec_tmp_36;
_post_incdec_tmp_36 = j_9;
int tmpvar_37;
tmpvar_37 = (j_9 + 1);
j_9 = tmpvar_37;
};
vec3 tmpvar_38;
tmpvar_38 = (light_11 * 2.0);
c_3.xyz = tmpvar_38.xyz.xyz;
float tmpvar_39;
tmpvar_39 = 1.0;
c_3.w = vec4(tmpvar_39).w;
return c_3;
}
void main ()
{
v2f xlt_i_40;
vec4 xl_retval_41;
vec4 tmpvar_42;
tmpvar_42 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_40.pos = tmpvar_42;
vec2 tmpvar_43;
tmpvar_43 = gl_TexCoord[0].xy;
vec2 tmpvar_44;
tmpvar_44 = tmpvar_43;
xlt_i_40.uv = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = gl_TexCoord[1].xyz;
vec3 tmpvar_46;
tmpvar_46 = tmpvar_45;
xlt_i_40.color = tmpvar_46;
vec3 tmpvar_47;
tmpvar_47 = gl_TexCoord[2].xyz;
vec3 tmpvar_48;
tmpvar_48 = tmpvar_47;
xlt_i_40.backContrib = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = gl_TexCoord[3].xyz;
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_i_40.nl = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = gl_TexCoord[4].xyz;
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_i_40.nh = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = frag (xlt_i_40);
vec4 tmpvar_54;
tmpvar_54 = tmpvar_53;
xl_retval_41 = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = xl_retval_41.xyzw;
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
gl_FragData[0] = tmpvar_56;
}