bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Bumped_Specular2-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 uv_BumpMap;
vec3 worldRefl;
vec3 TtoW0;
vec3 TtoW1;
vec3 TtoW2;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
vec4 TtoW0;
vec4 TtoW1;
vec4 TtoW2;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform vec4 _ReflectColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform samplerCube _Cube;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
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 reflcol_8;
vec3 worldRefl_9;
vec4 c_10;
vec4 tex_11;
vec4 tmpvar_12;
tmpvar_12 = texture2D (_MainTex, IN_6.uv_MainTex);
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
tex_11 = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = (tex_11 * _Color);
c_10 = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = c_10.xyz;
o_7.Albedo = tmpvar_15;
float tmpvar_16;
tmpvar_16 = tex_11.w;
o_7.Gloss = tmpvar_16;
float tmpvar_17;
tmpvar_17 = _Shininess;
o_7.Specular = tmpvar_17;
vec4 tmpvar_18;
tmpvar_18 = texture2D (_BumpMap, IN_6.uv_BumpMap);
vec4 tmpvar_19;
tmpvar_19 = UnpackNormal (tmpvar_18);
vec3 tmpvar_20;
tmpvar_20 = tmpvar_19.xyz;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_20;
o_7.Normal = tmpvar_21;
float tmpvar_22;
tmpvar_22 = dot (IN_6.TtoW0, o_7.Normal);
float tmpvar_23;
tmpvar_23 = dot (IN_6.TtoW1, o_7.Normal);
float tmpvar_24;
tmpvar_24 = dot (IN_6.TtoW2, o_7.Normal);
vec3 tmpvar_25;
tmpvar_25.x = tmpvar_22;
tmpvar_25.y = tmpvar_23;
tmpvar_25.z = tmpvar_24;
vec3 tmpvar_26;
tmpvar_26 = reflect (IN_6.worldRefl, tmpvar_25);
vec3 tmpvar_27;
tmpvar_27 = tmpvar_26;
worldRefl_9 = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28 = textureCube (_Cube, worldRefl_9);
vec4 tmpvar_29;
tmpvar_29 = tmpvar_28;
reflcol_8 = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = (reflcol_8 * tex_11.w);
reflcol_8 = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = (reflcol_8.xyz * _ReflectColor.xyz);
o_7.Emission = tmpvar_31;
float tmpvar_32;
tmpvar_32 = (reflcol_8.w * _ReflectColor.w);
o_7.Alpha = tmpvar_32;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s_33,
in vec4 light_34
)
{
vec4 c_35;
float spec_36;
float tmpvar_37;
tmpvar_37 = (light_34.w * s_33.Gloss);
spec_36 = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = ((s_33.Albedo * light_34.xyz) + ((light_34.xyz * _SpecColor.xyz) * spec_36));
c_35.xyz = tmpvar_38.xyz.xyz;
float tmpvar_39;
tmpvar_39 = (s_33.Alpha + (spec_36 * _SpecColor.w));
c_35.w = vec4(tmpvar_39).w;
return c_35;
}
vec4 frag_surf (
in v2f_surf IN_40
)
{
vec4 col_41;
vec4 light_42;
SurfaceOutput o_43;
Input surfIN_44;
vec2 tmpvar_45;
tmpvar_45 = IN_40.hip_pack0.xy;
surfIN_44.uv_MainTex = tmpvar_45;
vec2 tmpvar_46;
tmpvar_46 = IN_40.hip_pack0.zw;
surfIN_44.uv_BumpMap = tmpvar_46;
vec3 tmpvar_47;
tmpvar_47.x = IN_40.TtoW0.w;
tmpvar_47.y = IN_40.TtoW1.w;
tmpvar_47.z = IN_40.TtoW2.w;
vec3 tmpvar_48;
tmpvar_48 = tmpvar_47;
surfIN_44.worldRefl = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = IN_40.TtoW0.xyz;
surfIN_44.TtoW0 = tmpvar_49;
vec3 tmpvar_50;
tmpvar_50 = IN_40.TtoW1.xyz;
surfIN_44.TtoW1 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = IN_40.TtoW2.xyz;
surfIN_44.TtoW2 = tmpvar_51;
vec3 tmpvar_52;
tmpvar_52 = vec3(0.0, 0.0, 0.0);
o_43.Albedo = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = vec3(0.0, 0.0, 0.0);
o_43.Emission = tmpvar_53;
float tmpvar_54;
tmpvar_54 = 0.0;
o_43.Specular = tmpvar_54;
float tmpvar_55;
tmpvar_55 = 0.0;
o_43.Alpha = tmpvar_55;
float tmpvar_56;
tmpvar_56 = 0.0;
o_43.Gloss = tmpvar_56;
surf (surfIN_44, o_43);
vec4 tmpvar_57;
tmpvar_57 = texture2DProj (_LightBuffer, IN_40.hip_screen);
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
light_42 = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = log2 (light_42);
vec4 tmpvar_60;
tmpvar_60 = -(tmpvar_59);
light_42 = tmpvar_60;
vec3 tmpvar_61;
tmpvar_61 = (light_42.xyz + unity_Ambient.xyz);
light_42.xyz = tmpvar_61.xyz.xyz;
vec4 tmpvar_62;
tmpvar_62 = LightingBlinnPhong_PrePass (o_43, light_42);
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
col_41 = tmpvar_63;
vec3 tmpvar_64;
tmpvar_64 = (col_41.xyz + o_43.Emission);
col_41.xyz = tmpvar_64.xyz.xyz;
return col_41;
}
void main ()
{
v2f_surf xlt_IN_65;
vec4 xl_retval_66;
vec4 tmpvar_67;
tmpvar_67 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_65.pos = tmpvar_67;
float tmpvar_68;
tmpvar_68 = xlv_FOG.x;
xlt_IN_65.fog = tmpvar_68;
vec4 tmpvar_69;
tmpvar_69 = gl_TexCoord[0].xyzw;
vec4 tmpvar_70;
tmpvar_70 = tmpvar_69;
xlt_IN_65.hip_pack0 = tmpvar_70;
vec4 tmpvar_71;
tmpvar_71 = gl_TexCoord[1].xyzw;
vec4 tmpvar_72;
tmpvar_72 = tmpvar_71;
xlt_IN_65.hip_screen = tmpvar_72;
vec4 tmpvar_73;
tmpvar_73 = gl_TexCoord[2].xyzw;
vec4 tmpvar_74;
tmpvar_74 = tmpvar_73;
xlt_IN_65.TtoW0 = tmpvar_74;
vec4 tmpvar_75;
tmpvar_75 = gl_TexCoord[3].xyzw;
vec4 tmpvar_76;
tmpvar_76 = tmpvar_75;
xlt_IN_65.TtoW1 = tmpvar_76;
vec4 tmpvar_77;
tmpvar_77 = gl_TexCoord[4].xyzw;
vec4 tmpvar_78;
tmpvar_78 = tmpvar_77;
xlt_IN_65.TtoW2 = tmpvar_78;
vec4 tmpvar_79;
tmpvar_79 = frag_surf (xlt_IN_65);
vec4 tmpvar_80;
tmpvar_80 = tmpvar_79;
xl_retval_66 = tmpvar_80;
vec4 tmpvar_81;
tmpvar_81 = xl_retval_66.xyzw;
vec4 tmpvar_82;
tmpvar_82 = tmpvar_81;
gl_FragData[0] = tmpvar_82;
}