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

180 lines
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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec4 screenPos;
};
struct v2f_surf {
vec4 pos;
float fog;
vec3 normal;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec2 uv_3;
vec2 tmpvar_4;
tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
uv_3 = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
uv_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = vec3(0.5, 0.5, 0.5);
o_2.Albedo = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, uv_3);
vec3 tmpvar_8;
tmpvar_8 = (tmpvar_7.xyz * 0.5);
o_2.Emission = tmpvar_8;
}
float UnitySpotCookie (
in vec4 LightCoord_9
)
{
vec4 tmpvar_10;
tmpvar_10 = texture2D (_LightTexture0, ((LightCoord_9.xy / LightCoord_9.w) + 0.5));
return tmpvar_10.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_11
)
{
float tmpvar_12;
tmpvar_12 = dot (LightCoord_11, LightCoord_11);
vec2 tmpvar_13;
tmpvar_13 = vec2(tmpvar_12);
vec2 tmpvar_14;
tmpvar_14 = tmpvar_13.xy;
vec4 tmpvar_15;
tmpvar_15 = texture2D (_LightTextureB0, tmpvar_14);
return tmpvar_15.w;
}
vec4 LightingLambert (
in SurfaceOutput s_16,
in vec3 lightDir_17,
in float atten_18
)
{
vec4 c_19;
float diff_20;
float tmpvar_21;
tmpvar_21 = dot (s_16.Normal, lightDir_17);
float tmpvar_22;
tmpvar_22 = max (0.0, tmpvar_21);
float tmpvar_23;
tmpvar_23 = tmpvar_22;
diff_20 = tmpvar_23;
vec3 tmpvar_24;
tmpvar_24 = ((s_16.Albedo * _LightColor0.xyz) * ((diff_20 * atten_18) * 2.0));
c_19.xyz = tmpvar_24.xyz.xyz;
float tmpvar_25;
tmpvar_25 = s_16.Alpha;
c_19.w = vec4(tmpvar_25).w;
return c_19;
}
vec4 frag_surf (
in v2f_surf IN_26
)
{
vec4 c_27;
vec3 lightDir_28;
Input surfIN_29;
SurfaceOutput o_30;
vec3 tmpvar_31;
tmpvar_31 = vec3(0.0, 0.0, 0.0);
o_30.Albedo = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_30.Emission = tmpvar_32;
float tmpvar_33;
tmpvar_33 = 0.0;
o_30.Specular = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_30.Alpha = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_30.Gloss = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = IN_26.normal;
o_30.Normal = tmpvar_36;
surf (surfIN_29, o_30);
vec3 tmpvar_37;
tmpvar_37 = IN_26.lightDir;
lightDir_28 = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = normalize (lightDir_28);
vec3 tmpvar_39;
tmpvar_39 = tmpvar_38;
lightDir_28 = tmpvar_39;
float tmpvar_40;
tmpvar_40 = UnitySpotCookie (IN_26._LightCoord);
float tmpvar_41;
tmpvar_41 = UnitySpotAttenuate (IN_26._LightCoord.xyz);
vec4 tmpvar_42;
tmpvar_42 = LightingLambert (o_30, lightDir_28, ((float((IN_26._LightCoord.z > 0.0)) * tmpvar_40) * tmpvar_41));
vec4 tmpvar_43;
tmpvar_43 = tmpvar_42;
c_27 = tmpvar_43;
float tmpvar_44;
tmpvar_44 = 0.0;
c_27.w = vec4(tmpvar_44).w;
return c_27;
}
void main ()
{
v2f_surf xlt_IN_45;
vec4 xl_retval_46;
vec4 tmpvar_47;
tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_45.pos = tmpvar_47;
float tmpvar_48;
tmpvar_48 = xlv_FOG.x;
xlt_IN_45.fog = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = gl_TexCoord[0].xyz;
vec3 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_45.normal = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = gl_TexCoord[1].xyz;
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_45.lightDir = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = gl_TexCoord[2].xyzw;
vec4 tmpvar_54;
tmpvar_54 = tmpvar_53;
xlt_IN_45._LightCoord = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = frag_surf (xlt_IN_45);
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
xl_retval_46 = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = xl_retval_46.xyzw;
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
gl_FragData[0] = tmpvar_58;
}