bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_TerrainEngine_Details_WavingDoublePass2-ir.txt
2012-10-07 20:41:18 -07:00

156 lines
3.1 KiB
Text

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;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
void surf (
in Input IN_2,
inout SurfaceOutput o_3
)
{
vec4 c_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_5 * IN_2.color);
c_4 = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = c_4.xyz;
o_3.Albedo = tmpvar_7;
float tmpvar_8;
tmpvar_8 = c_4.w;
o_3.Alpha = tmpvar_8;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_9,
in vec4 light_10
)
{
vec4 c_11;
vec3 tmpvar_12;
tmpvar_12 = (s_9.Albedo * light_10.xyz);
c_11.xyz = tmpvar_12.xyz.xyz;
float tmpvar_13;
tmpvar_13 = s_9.Alpha;
c_11.w = vec4(tmpvar_13).w;
return c_11;
}
vec4 frag_surf (
in v2f_surf IN_14
)
{
vec4 col_15;
vec4 light_16;
SurfaceOutput o_17;
Input surfIN_18;
vec2 tmpvar_19;
tmpvar_19 = IN_14.hip_pack0.xy;
surfIN_18.uv_MainTex = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20 = IN_14.lop_color;
surfIN_18.color = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = vec3(0.0, 0.0, 0.0);
o_17.Albedo = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = vec3(0.0, 0.0, 0.0);
o_17.Emission = tmpvar_22;
float tmpvar_23;
tmpvar_23 = 0.0;
o_17.Specular = tmpvar_23;
float tmpvar_24;
tmpvar_24 = 0.0;
o_17.Alpha = tmpvar_24;
float tmpvar_25;
tmpvar_25 = 0.0;
o_17.Gloss = tmpvar_25;
surf (surfIN_18, o_17);
xll_clip ((o_17.Alpha - _Cutoff));
vec4 tmpvar_26;
tmpvar_26 = texture2DProj (_LightBuffer, IN_14.hip_screen);
vec4 tmpvar_27;
tmpvar_27 = tmpvar_26;
light_16 = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28 = log2 (light_16);
vec4 tmpvar_29;
tmpvar_29 = -(tmpvar_28);
light_16 = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = (light_16.xyz + unity_Ambient.xyz);
light_16.xyz = tmpvar_30.xyz.xyz;
vec4 tmpvar_31;
tmpvar_31 = LightingLambert_PrePass (o_17, light_16);
vec4 tmpvar_32;
tmpvar_32 = tmpvar_31;
col_15 = tmpvar_32;
return col_15;
}
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;
vec4 tmpvar_39;
tmpvar_39 = gl_Color.xyzw;
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
xlt_IN_33.lop_color = tmpvar_40;
vec4 tmpvar_41;
tmpvar_41 = gl_TexCoord[1].xyzw;
vec4 tmpvar_42;
tmpvar_42 = tmpvar_41;
xlt_IN_33.hip_screen = tmpvar_42;
vec4 tmpvar_43;
tmpvar_43 = frag_surf (xlt_IN_33);
vec4 tmpvar_44;
tmpvar_44 = tmpvar_43;
xl_retval_34 = tmpvar_44;
vec4 tmpvar_45;
tmpvar_45 = xl_retval_34.xyzw;
vec4 tmpvar_46;
tmpvar_46 = tmpvar_45;
gl_FragData[0] = tmpvar_46;
}