bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Surface_DecalAddBump5-ir.txt
2012-10-07 20:41:18 -07:00

179 lines
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_Decal;
vec2 uv_DecalBump;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 lightDir;
vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _DecalBump;
uniform sampler2D _Decal;
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 tmpvar_8;
tmpvar_8 = texture2D (_Decal, IN_6.uv_Decal);
vec3 tmpvar_9;
tmpvar_9 = (tmpvar_8.xyz * 0.5);
o_7.Albedo = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_DecalBump, IN_6.uv_DecalBump);
vec4 tmpvar_11;
tmpvar_11 = UnpackNormal (tmpvar_10);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11.xyz;
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12;
o_7.Normal = tmpvar_13;
}
vec4 LightingLambert (
in SurfaceOutput s_14,
in vec3 lightDir_15,
in float atten_16
)
{
vec4 c_17;
float diff_18;
float tmpvar_19;
tmpvar_19 = dot (s_14.Normal, lightDir_15);
float tmpvar_20;
tmpvar_20 = max (0.0, tmpvar_19);
float tmpvar_21;
tmpvar_21 = tmpvar_20;
diff_18 = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = ((s_14.Albedo * _LightColor0.xyz) * ((diff_18 * atten_16) * 2.0));
c_17.xyz = tmpvar_22.xyz.xyz;
float tmpvar_23;
tmpvar_23 = s_14.Alpha;
c_17.w = vec4(tmpvar_23).w;
return c_17;
}
vec4 frag_surf (
in v2f_surf IN_24
)
{
vec4 c_25;
vec3 lightDir_26;
SurfaceOutput o_27;
Input surfIN_28;
vec2 tmpvar_29;
tmpvar_29 = IN_24.hip_pack0.xy;
surfIN_28.uv_Decal = tmpvar_29;
vec2 tmpvar_30;
tmpvar_30 = IN_24.hip_pack0.zw;
surfIN_28.uv_DecalBump = tmpvar_30;
vec3 tmpvar_31;
tmpvar_31 = vec3(0.0, 0.0, 0.0);
o_27.Albedo = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_27.Emission = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_27.Specular = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_27.Alpha = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_27.Gloss = tmpvar_35;
surf (surfIN_28, o_27);
vec3 tmpvar_36;
tmpvar_36 = IN_24.lightDir;
lightDir_26 = tmpvar_36;
vec3 tmpvar_37;
tmpvar_37 = normalize (lightDir_26);
vec3 tmpvar_38;
tmpvar_38 = tmpvar_37;
lightDir_26 = tmpvar_38;
float tmpvar_39;
tmpvar_39 = dot (IN_24._LightCoord, IN_24._LightCoord);
vec2 tmpvar_40;
tmpvar_40 = vec2(tmpvar_39);
vec2 tmpvar_41;
tmpvar_41 = tmpvar_40.xy;
vec4 tmpvar_42;
tmpvar_42 = texture2D (_LightTexture0, tmpvar_41);
vec4 tmpvar_43;
tmpvar_43 = LightingLambert (o_27, lightDir_26, tmpvar_42.w);
vec4 tmpvar_44;
tmpvar_44 = tmpvar_43;
c_25 = tmpvar_44;
float tmpvar_45;
tmpvar_45 = 0.0;
c_25.w = vec4(tmpvar_45).w;
return c_25;
}
void main ()
{
v2f_surf xlt_IN_46;
vec4 xl_retval_47;
vec4 tmpvar_48;
tmpvar_48 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_46.pos = tmpvar_48;
float tmpvar_49;
tmpvar_49 = xlv_FOG.x;
xlt_IN_46.fog = tmpvar_49;
vec4 tmpvar_50;
tmpvar_50 = gl_TexCoord[0].xyzw;
vec4 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_IN_46.hip_pack0 = tmpvar_51;
vec3 tmpvar_52;
tmpvar_52 = gl_TexCoord[1].xyz;
vec3 tmpvar_53;
tmpvar_53 = tmpvar_52;
xlt_IN_46.lightDir = tmpvar_53;
vec3 tmpvar_54;
tmpvar_54 = gl_TexCoord[2].xyz;
vec3 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_46._LightCoord = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = frag_surf (xlt_IN_46);
vec4 tmpvar_57;
tmpvar_57 = tmpvar_56;
xl_retval_47 = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = xl_retval_47.xyzw;
vec4 tmpvar_59;
tmpvar_59 = tmpvar_58;
gl_FragData[0] = tmpvar_59;
}