bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_2UV-ir.txt
2012-10-07 20:41:18 -07:00

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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv2_Detail;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _Detail;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_4;
tmpvar_4 = texture2D (_Detail, IN_1.uv2_Detail);
vec3 tmpvar_5;
tmpvar_5 = ((tmpvar_3.xyz * tmpvar_4.xyz) * 2.0);
o_2.Albedo = tmpvar_5;
}
float UnitySpotCookie (
in vec4 LightCoord_6
)
{
vec4 tmpvar_7;
tmpvar_7 = texture2D (_LightTexture0, ((LightCoord_6.xy / LightCoord_6.w) + 0.5));
return tmpvar_7.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_8
)
{
float tmpvar_9;
tmpvar_9 = dot (LightCoord_8, LightCoord_8);
vec2 tmpvar_10;
tmpvar_10 = vec2(tmpvar_9);
vec2 tmpvar_11;
tmpvar_11 = tmpvar_10.xy;
vec4 tmpvar_12;
tmpvar_12 = texture2D (_LightTextureB0, tmpvar_11);
return tmpvar_12.w;
}
vec4 LightingLambert (
in SurfaceOutput s_13,
in vec3 lightDir_14,
in float atten_15
)
{
vec4 c_16;
float diff_17;
float tmpvar_18;
tmpvar_18 = dot (s_13.Normal, lightDir_14);
float tmpvar_19;
tmpvar_19 = max (0.0, tmpvar_18);
float tmpvar_20;
tmpvar_20 = tmpvar_19;
diff_17 = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = ((s_13.Albedo * _LightColor0.xyz) * ((diff_17 * atten_15) * 2.0));
c_16.xyz = tmpvar_21.xyz.xyz;
float tmpvar_22;
tmpvar_22 = s_13.Alpha;
c_16.w = vec4(tmpvar_22).w;
return c_16;
}
vec4 frag_surf (
in v2f_surf IN_23
)
{
vec4 c_24;
vec3 lightDir_25;
SurfaceOutput o_26;
Input surfIN_27;
vec2 tmpvar_28;
tmpvar_28 = IN_23.hip_pack0.xy;
surfIN_27.uv_MainTex = tmpvar_28;
vec2 tmpvar_29;
tmpvar_29 = IN_23.hip_pack0.zw;
surfIN_27.uv2_Detail = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = vec3(0.0, 0.0, 0.0);
o_26.Albedo = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = vec3(0.0, 0.0, 0.0);
o_26.Emission = tmpvar_31;
float tmpvar_32;
tmpvar_32 = 0.0;
o_26.Specular = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_26.Alpha = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_26.Gloss = tmpvar_34;
vec3 tmpvar_35;
tmpvar_35 = IN_23.normal;
o_26.Normal = tmpvar_35;
surf (surfIN_27, o_26);
vec3 tmpvar_36;
tmpvar_36 = IN_23.lightDir;
lightDir_25 = tmpvar_36;
vec3 tmpvar_37;
tmpvar_37 = normalize (lightDir_25);
vec3 tmpvar_38;
tmpvar_38 = tmpvar_37;
lightDir_25 = tmpvar_38;
float tmpvar_39;
tmpvar_39 = UnitySpotCookie (IN_23._LightCoord);
float tmpvar_40;
tmpvar_40 = UnitySpotAttenuate (IN_23._LightCoord.xyz);
vec4 tmpvar_41;
tmpvar_41 = LightingLambert (o_26, lightDir_25, ((float((IN_23._LightCoord.z > 0.0)) * tmpvar_39) * tmpvar_40));
vec4 tmpvar_42;
tmpvar_42 = tmpvar_41;
c_24 = tmpvar_42;
float tmpvar_43;
tmpvar_43 = 0.0;
c_24.w = vec4(tmpvar_43).w;
return c_24;
}
void main ()
{
v2f_surf xlt_IN_44;
vec4 xl_retval_45;
vec4 tmpvar_46;
tmpvar_46 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_44.pos = tmpvar_46;
float tmpvar_47;
tmpvar_47 = xlv_FOG.x;
xlt_IN_44.fog = tmpvar_47;
vec4 tmpvar_48;
tmpvar_48 = gl_TexCoord[0].xyzw;
vec4 tmpvar_49;
tmpvar_49 = tmpvar_48;
xlt_IN_44.hip_pack0 = tmpvar_49;
vec3 tmpvar_50;
tmpvar_50 = gl_TexCoord[1].xyz;
vec3 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_IN_44.normal = tmpvar_51;
vec3 tmpvar_52;
tmpvar_52 = gl_TexCoord[2].xyz;
vec3 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_44.lightDir = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = gl_TexCoord[3].xyzw;
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_44._LightCoord = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = frag_surf (xlt_IN_44);
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
xl_retval_45 = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = xl_retval_45.xyzw;
vec4 tmpvar_59;
tmpvar_59 = tmpvar_58;
gl_FragData[0] = tmpvar_59;
}