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

194 lines
4.3 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 lightDir;
vec3 viewDir;
vec2 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 tex_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
tex_3 = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = (tex_3.xyz * _Color.xyz);
o_2.Albedo = tmpvar_6;
float tmpvar_7;
tmpvar_7 = tex_3.w;
o_2.Gloss = tmpvar_7;
float tmpvar_8;
tmpvar_8 = (tex_3.w * _Color.w);
o_2.Alpha = tmpvar_8;
float tmpvar_9;
tmpvar_9 = _Shininess;
o_2.Specular = tmpvar_9;
}
vec4 LightingBlinnPhong (
in SurfaceOutput s_10,
in vec3 lightDir_11,
in vec3 viewDir_12,
in float atten_13
)
{
vec4 c_14;
float spec_15;
float nh_16;
float diff_17;
vec3 h_18;
vec3 tmpvar_19;
tmpvar_19 = normalize ((lightDir_11 + viewDir_12));
vec3 tmpvar_20;
tmpvar_20 = tmpvar_19;
h_18 = tmpvar_20;
float tmpvar_21;
tmpvar_21 = dot (s_10.Normal, lightDir_11);
float tmpvar_22;
tmpvar_22 = max (0.0, tmpvar_21);
float tmpvar_23;
tmpvar_23 = tmpvar_22;
diff_17 = tmpvar_23;
float tmpvar_24;
tmpvar_24 = dot (s_10.Normal, h_18);
float tmpvar_25;
tmpvar_25 = max (0.0, tmpvar_24);
float tmpvar_26;
tmpvar_26 = tmpvar_25;
nh_16 = tmpvar_26;
float tmpvar_27;
tmpvar_27 = pow (nh_16, (s_10.Specular * 128.0));
float tmpvar_28;
tmpvar_28 = (tmpvar_27 * s_10.Gloss);
spec_15 = tmpvar_28;
vec3 tmpvar_29;
tmpvar_29 = ((((s_10.Albedo * _LightColor0.xyz) * diff_17) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_15)) * (atten_13 * 2.0));
c_14.xyz = tmpvar_29.xyz.xyz;
float tmpvar_30;
tmpvar_30 = (s_10.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_15) * atten_13));
c_14.w = vec4(tmpvar_30).w;
return c_14;
}
vec4 frag_surf (
in v2f_surf IN_31
)
{
vec4 c_32;
vec3 lightDir_33;
SurfaceOutput o_34;
Input surfIN_35;
vec2 tmpvar_36;
tmpvar_36 = IN_31.hip_pack0.xy;
surfIN_35.uv_MainTex = tmpvar_36;
vec3 tmpvar_37;
tmpvar_37 = vec3(0.0, 0.0, 0.0);
o_34.Albedo = tmpvar_37;
vec3 tmpvar_38;
tmpvar_38 = vec3(0.0, 0.0, 0.0);
o_34.Emission = tmpvar_38;
float tmpvar_39;
tmpvar_39 = 0.0;
o_34.Specular = tmpvar_39;
float tmpvar_40;
tmpvar_40 = 0.0;
o_34.Alpha = tmpvar_40;
float tmpvar_41;
tmpvar_41 = 0.0;
o_34.Gloss = tmpvar_41;
vec3 tmpvar_42;
tmpvar_42 = IN_31.normal;
o_34.Normal = tmpvar_42;
surf (surfIN_35, o_34);
vec3 tmpvar_43;
tmpvar_43 = IN_31.lightDir;
lightDir_33 = tmpvar_43;
vec3 tmpvar_44;
tmpvar_44 = IN_31.viewDir.xyz;
vec3 tmpvar_45;
tmpvar_45 = normalize (tmpvar_44);
vec4 tmpvar_46;
tmpvar_46 = texture2D (_LightTexture0, IN_31._LightCoord);
vec4 tmpvar_47;
tmpvar_47 = LightingBlinnPhong (o_34, lightDir_33, tmpvar_45, (tmpvar_46.w * 1.0));
vec4 tmpvar_48;
tmpvar_48 = tmpvar_47;
c_32 = tmpvar_48;
float tmpvar_49;
tmpvar_49 = o_34.Alpha;
c_32.w = vec4(tmpvar_49).w;
return c_32;
}
void main ()
{
v2f_surf xlt_IN_50;
vec4 xl_retval_51;
vec4 tmpvar_52;
tmpvar_52 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_50.pos = tmpvar_52;
float tmpvar_53;
tmpvar_53 = xlv_FOG.x;
xlt_IN_50.fog = tmpvar_53;
vec2 tmpvar_54;
tmpvar_54 = gl_TexCoord[0].xy;
vec2 tmpvar_55;
tmpvar_55 = tmpvar_54;
xlt_IN_50.hip_pack0 = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = gl_TexCoord[1].xyz;
vec3 tmpvar_57;
tmpvar_57 = tmpvar_56;
xlt_IN_50.normal = tmpvar_57;
vec3 tmpvar_58;
tmpvar_58 = gl_TexCoord[2].xyz;
vec3 tmpvar_59;
tmpvar_59 = tmpvar_58;
xlt_IN_50.lightDir = tmpvar_59;
vec3 tmpvar_60;
tmpvar_60 = gl_TexCoord[3].xyz;
vec3 tmpvar_61;
tmpvar_61 = tmpvar_60;
xlt_IN_50.viewDir = tmpvar_61;
vec2 tmpvar_62;
tmpvar_62 = gl_TexCoord[4].xy;
vec2 tmpvar_63;
tmpvar_63 = tmpvar_62;
xlt_IN_50._LightCoord = tmpvar_63;
vec4 tmpvar_64;
tmpvar_64 = frag_surf (xlt_IN_50);
vec4 tmpvar_65;
tmpvar_65 = tmpvar_64;
xl_retval_51 = tmpvar_65;
vec4 tmpvar_66;
tmpvar_66 = xl_retval_51.xyzw;
vec4 tmpvar_67;
tmpvar_67 = tmpvar_66;
gl_FragData[0] = tmpvar_67;
}