bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Tree_Editor_Bark_Shader1-ir.txt
2014-02-10 23:06:13 -08:00

239 lines
5.4 KiB
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 lightDir;
vec3 viewDir;
vec3 _LightCoord;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _GlossMap;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform float _Shininess;
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 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
c_8 = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = (c_8.xyz * IN_6.color.xyz);
o_7.Albedo = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = texture2D (_GlossMap, IN_6.uv_MainTex);
float tmpvar_13;
tmpvar_13 = tmpvar_12.w;
o_7.Gloss = tmpvar_13;
float tmpvar_14;
tmpvar_14 = _Color.w;
o_7.Alpha = tmpvar_14;
float tmpvar_15;
tmpvar_15 = _Shininess;
o_7.Specular = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = texture2D (_BumpMap, IN_6.uv_MainTex);
vec4 tmpvar_17;
tmpvar_17 = UnpackNormal (tmpvar_16);
vec3 tmpvar_18;
tmpvar_18 = tmpvar_17.xyz;
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18;
o_7.Normal = tmpvar_19;
}
vec4 LightingTreeBark (
in SurfaceOutput s_20,
in vec3 lightDir_21,
in vec3 viewDir_22,
in float atten_23
)
{
vec4 c_24;
float spec_25;
float nh_26;
float diff_27;
vec3 h_28;
vec3 tmpvar_29;
tmpvar_29 = normalize ((lightDir_21 + viewDir_22));
vec3 tmpvar_30;
tmpvar_30 = tmpvar_29;
h_28 = tmpvar_30;
float tmpvar_31;
tmpvar_31 = dot (s_20.Normal, lightDir_21);
float tmpvar_32;
tmpvar_32 = max (0.0, tmpvar_31);
float tmpvar_33;
tmpvar_33 = tmpvar_32;
diff_27 = tmpvar_33;
float tmpvar_34;
tmpvar_34 = dot (s_20.Normal, h_28);
float tmpvar_35;
tmpvar_35 = max (0.0, tmpvar_34);
float tmpvar_36;
tmpvar_36 = tmpvar_35;
nh_26 = tmpvar_36;
float tmpvar_37;
tmpvar_37 = pow (nh_26, (s_20.Specular * 128.0));
float tmpvar_38;
tmpvar_38 = (tmpvar_37 * s_20.Gloss);
spec_25 = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = (((
(s_20.Albedo * _LightColor0.xyz)
* diff_27) + (_LightColor0.xyz * spec_25)) * (atten_23 * 2.0));
c_24.xyz = tmpvar_39.xyz.xyz;
float tmpvar_40;
tmpvar_40 = (((_LightColor0.w * spec_25) * atten_23) * s_20.Alpha);
c_24.w = vec4(tmpvar_40).w;
return c_24;
}
vec4 frag_surf (
in v2f_surf IN_41
)
{
vec4 c_42;
vec3 lightDir_43;
SurfaceOutput o_44;
Input surfIN_45;
vec2 tmpvar_46;
tmpvar_46 = IN_41.hip_pack0.xy;
surfIN_45.uv_MainTex = tmpvar_46;
vec4 tmpvar_47;
tmpvar_47 = IN_41.lop_color;
surfIN_45.color = tmpvar_47;
vec3 tmpvar_48;
tmpvar_48 = vec3(0.0, 0.0, 0.0);
o_44.Albedo = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = vec3(0.0, 0.0, 0.0);
o_44.Emission = tmpvar_49;
float tmpvar_50;
tmpvar_50 = 0.0;
o_44.Specular = tmpvar_50;
float tmpvar_51;
tmpvar_51 = 0.0;
o_44.Alpha = tmpvar_51;
float tmpvar_52;
tmpvar_52 = 0.0;
o_44.Gloss = tmpvar_52;
surf (surfIN_45, o_44);
vec3 tmpvar_53;
tmpvar_53 = IN_41.lightDir;
lightDir_43 = tmpvar_53;
vec3 tmpvar_54;
tmpvar_54 = normalize (lightDir_43);
vec3 tmpvar_55;
tmpvar_55 = tmpvar_54;
lightDir_43 = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = IN_41.viewDir.xyz;
vec3 tmpvar_57;
tmpvar_57 = normalize (tmpvar_56);
float tmpvar_58;
tmpvar_58 = dot (IN_41._LightCoord, IN_41._LightCoord);
vec2 tmpvar_59;
tmpvar_59 = vec2(tmpvar_58);
vec2 tmpvar_60;
tmpvar_60 = tmpvar_59.xy;
vec4 tmpvar_61;
tmpvar_61 = texture2D (_LightTextureB0, tmpvar_60);
vec4 tmpvar_62;
tmpvar_62 = textureCube (_LightTexture0, IN_41._LightCoord);
vec4 tmpvar_63;
tmpvar_63 = LightingTreeBark (o_44, lightDir_43, tmpvar_57, (tmpvar_61.w * tmpvar_62.w));
vec4 tmpvar_64;
tmpvar_64 = tmpvar_63;
c_42 = tmpvar_64;
float tmpvar_65;
tmpvar_65 = 0.0;
c_42.w = vec4(tmpvar_65).w;
return c_42;
}
void main ()
{
v2f_surf xlt_IN_66;
vec4 xl_retval_67;
vec4 tmpvar_68;
tmpvar_68 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_66.pos = tmpvar_68;
float tmpvar_69;
tmpvar_69 = xlv_FOG.x;
xlt_IN_66.fog = tmpvar_69;
vec2 tmpvar_70;
tmpvar_70 = gl_TexCoord[0].xy;
vec2 tmpvar_71;
tmpvar_71 = tmpvar_70;
xlt_IN_66.hip_pack0 = tmpvar_71;
vec4 tmpvar_72;
tmpvar_72 = gl_Color.xyzw;
vec4 tmpvar_73;
tmpvar_73 = tmpvar_72;
xlt_IN_66.lop_color = tmpvar_73;
vec3 tmpvar_74;
tmpvar_74 = gl_TexCoord[1].xyz;
vec3 tmpvar_75;
tmpvar_75 = tmpvar_74;
xlt_IN_66.lightDir = tmpvar_75;
vec3 tmpvar_76;
tmpvar_76 = gl_TexCoord[2].xyz;
vec3 tmpvar_77;
tmpvar_77 = tmpvar_76;
xlt_IN_66.viewDir = tmpvar_77;
vec3 tmpvar_78;
tmpvar_78 = gl_TexCoord[3].xyz;
vec3 tmpvar_79;
tmpvar_79 = tmpvar_78;
xlt_IN_66._LightCoord = tmpvar_79;
vec4 tmpvar_80;
tmpvar_80 = frag_surf (xlt_IN_66);
vec4 tmpvar_81;
tmpvar_81 = tmpvar_80;
xl_retval_67 = tmpvar_81;
vec4 tmpvar_82;
tmpvar_82 = xl_retval_67.xyzw;
vec4 tmpvar_83;
tmpvar_83 = tmpvar_82;
gl_FragData[0] = tmpvar_83;
}