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

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struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec3 vlight;
vec4 _ShadowCoord;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec3 unity_LightColor3;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor0;
uniform vec4 unity_4LightPosZ0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightAtten0;
uniform vec4 _WorldSpaceLightPos0;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
mat3 xll_constructMat3 (
in mat4 m_1
)
{
vec3 tmpvar_2;
tmpvar_2 = m_1[0].xyz;
vec3 tmpvar_3;
tmpvar_3 = m_1[1].xyz;
vec3 tmpvar_4;
tmpvar_4 = m_1[2].xyz;
mat3 tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
tmpvar_5[0] = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
tmpvar_5[1] = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_4;
tmpvar_5[2] = tmpvar_8;
return tmpvar_5;
}
vec3 ShadeSH9 (
in vec4 normal_9
)
{
vec3 x3_10;
float vC_11;
vec3 x2_12;
vec4 vB_13;
vec3 x1_14;
float tmpvar_15;
tmpvar_15 = dot (unity_SHAr, normal_9);
float tmpvar_16;
tmpvar_16 = tmpvar_15;
x1_14.x = tmpvar_16;
float tmpvar_17;
tmpvar_17 = dot (unity_SHAg, normal_9);
float tmpvar_18;
tmpvar_18 = tmpvar_17;
x1_14.y = vec2(tmpvar_18).y;
float tmpvar_19;
tmpvar_19 = dot (unity_SHAb, normal_9);
float tmpvar_20;
tmpvar_20 = tmpvar_19;
x1_14.z = vec3(tmpvar_20).z;
vec4 tmpvar_21;
tmpvar_21 = (normal_9.xyzz * normal_9.yzzx);
vB_13 = tmpvar_21;
float tmpvar_22;
tmpvar_22 = dot (unity_SHBr, vB_13);
float tmpvar_23;
tmpvar_23 = tmpvar_22;
x2_12.x = tmpvar_23;
float tmpvar_24;
tmpvar_24 = dot (unity_SHBg, vB_13);
float tmpvar_25;
tmpvar_25 = tmpvar_24;
x2_12.y = vec2(tmpvar_25).y;
float tmpvar_26;
tmpvar_26 = dot (unity_SHBb, vB_13);
float tmpvar_27;
tmpvar_27 = tmpvar_26;
x2_12.z = vec3(tmpvar_27).z;
float tmpvar_28;
tmpvar_28 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
vC_11 = tmpvar_28;
vec3 tmpvar_29;
tmpvar_29 = (unity_SHC.xyz * vC_11);
x3_10 = tmpvar_29;
return ((x1_14 + x2_12) + x3_10);
}
vec3 Shade4PointLights (
in vec4 lightPosX_30,
in vec4 lightPosY_31,
in vec4 lightPosZ_32,
in vec3 lightColor0_33,
in vec3 lightColor1_34,
in vec3 lightColor2_35,
in vec3 lightColor3_36,
in vec4 lightAttenSq_37,
in vec3 pos_38,
in vec3 normal_39
)
{
vec3 col_40;
vec4 diff_41;
vec4 atten_42;
vec4 corr_43;
vec4 ndotl_44;
vec4 lengthSq_45;
vec4 toLightZ_46;
vec4 toLightY_47;
vec4 toLightX_48;
vec4 tmpvar_49;
tmpvar_49 = (lightPosX_30 - pos_38.x);
toLightX_48 = tmpvar_49;
vec4 tmpvar_50;
tmpvar_50 = (lightPosY_31 - pos_38.y);
toLightY_47 = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = (lightPosZ_32 - pos_38.z);
toLightZ_46 = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = vec4(0.0, 0.0, 0.0, 0.0);
lengthSq_45 = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = (lengthSq_45 + (toLightX_48 * toLightX_48));
lengthSq_45 = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = (lengthSq_45 + (toLightY_47 * toLightY_47));
lengthSq_45 = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = (lengthSq_45 + (toLightZ_46 * toLightZ_46));
lengthSq_45 = tmpvar_55;
vec4 tmpvar_56;
tmpvar_56 = vec4(0.0, 0.0, 0.0, 0.0);
ndotl_44 = tmpvar_56;
vec4 tmpvar_57;
tmpvar_57 = (ndotl_44 + (toLightX_48 * normal_39.x));
ndotl_44 = tmpvar_57;
vec4 tmpvar_58;
tmpvar_58 = (ndotl_44 + (toLightY_47 * normal_39.y));
ndotl_44 = tmpvar_58;
vec4 tmpvar_59;
tmpvar_59 = (ndotl_44 + (toLightZ_46 * normal_39.z));
ndotl_44 = tmpvar_59;
vec4 tmpvar_60;
tmpvar_60 = inversesqrt (lengthSq_45);
vec4 tmpvar_61;
tmpvar_61 = tmpvar_60;
corr_43 = tmpvar_61;
vec4 tmpvar_62;
tmpvar_62 = max (vec4(0.0, 0.0, 0.0, 0.0), (ndotl_44 * corr_43));
vec4 tmpvar_63;
tmpvar_63 = tmpvar_62;
ndotl_44 = tmpvar_63;
vec4 tmpvar_64;
tmpvar_64 = (1.0 / (1.0 + (lengthSq_45 * lightAttenSq_37)));
atten_42 = tmpvar_64;
vec4 tmpvar_65;
tmpvar_65 = (ndotl_44 * atten_42);
diff_41 = tmpvar_65;
vec3 tmpvar_66;
tmpvar_66 = vec3(0.0, 0.0, 0.0);
col_40 = tmpvar_66;
vec3 tmpvar_67;
tmpvar_67 = (col_40 + (lightColor0_33 * diff_41.x));
col_40 = tmpvar_67;
vec3 tmpvar_68;
tmpvar_68 = (col_40 + (lightColor1_34 * diff_41.y));
col_40 = tmpvar_68;
vec3 tmpvar_69;
tmpvar_69 = (col_40 + (lightColor2_35 * diff_41.z));
col_40 = tmpvar_69;
vec3 tmpvar_70;
tmpvar_70 = (col_40 + (lightColor3_36 * diff_41.w));
col_40 = tmpvar_70;
return col_40;
}
void PositionFog (
in vec4 v_71,
out vec4 pos_72,
out float fog_73
)
{
vec4 tmpvar_74;
tmpvar_74 = (gl_ModelViewProjectionMatrix * v_71);
pos_72 = tmpvar_74;
float tmpvar_75;
tmpvar_75 = pos_72.z;
fog_73 = tmpvar_75;
}
vec3 ObjSpaceViewDir (
in vec4 v_76
)
{
vec3 objSpaceCameraPos_77;
vec4 tmpvar_78;
tmpvar_78.w = 1.0;
tmpvar_78.xyz = _WorldSpaceCameraPos.xyz.xyz;
vec3 tmpvar_79;
tmpvar_79 = ((_World2Object * tmpvar_78).xyz * unity_Scale.w);
objSpaceCameraPos_77 = tmpvar_79;
return (objSpaceCameraPos_77 - v_76.xyz);
}
vec3 ObjSpaceLightDir (
in vec4 v_80
)
{
vec3 objSpaceLightPos_81;
vec3 tmpvar_82;
tmpvar_82 = (_World2Object * _WorldSpaceLightPos0).xyz;
objSpaceLightPos_81 = tmpvar_82;
return objSpaceLightPos_81.xyz;
}
vec4 ComputeScreenPos (
in vec4 pos_83
)
{
vec4 o_84;
vec4 tmpvar_85;
tmpvar_85 = (pos_83 * 0.5);
o_84 = tmpvar_85;
vec2 tmpvar_86;
tmpvar_86.x = o_84.x;
tmpvar_86.y = (o_84.y * _ProjectionParams.x);
vec2 tmpvar_87;
tmpvar_87 = (tmpvar_86 + o_84.w);
o_84.xy = tmpvar_87.xy.xy;
vec2 tmpvar_88;
tmpvar_88 = pos_83.zw;
o_84.zw = tmpvar_88.xxxy.zw;
return o_84;
}
v2f_surf vert_surf (
in appdata_full v_89
)
{
vec3 worldPos_90;
vec3 shlight_91;
mat3 rotation_92;
vec3 binormal_93;
vec3 worldN_94;
v2f_surf o_95;
PositionFog (v_89.vertex, o_95.pos, o_95.fog);
vec2 tmpvar_96;
tmpvar_96 = ((v_89.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o_95.hip_pack0.xy = tmpvar_96.xy.xy;
vec2 tmpvar_97;
tmpvar_97 = ((v_89.texcoord.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
o_95.hip_pack0.zw = tmpvar_97.xxxy.zw;
mat3 tmpvar_98;
tmpvar_98 = xll_constructMat3 (_Object2World);
vec3 tmpvar_99;
tmpvar_99 = (tmpvar_98 * (v_89.normal * unity_Scale.w));
worldN_94 = tmpvar_99;
vec3 tmpvar_100;
tmpvar_100 = cross (v_89.normal, v_89.tangent.xyz);
vec3 tmpvar_101;
tmpvar_101 = (tmpvar_100 * v_89.tangent.w);
binormal_93 = tmpvar_101;
mat3 tmpvar_102;
float tmpvar_103;
tmpvar_103 = v_89.tangent.x;
tmpvar_102[0].x = tmpvar_103;
float tmpvar_104;
tmpvar_104 = binormal_93.x;
tmpvar_102[0].y = tmpvar_104;
float tmpvar_105;
tmpvar_105 = v_89.normal.x;
tmpvar_102[0].z = tmpvar_105;
float tmpvar_106;
tmpvar_106 = v_89.tangent.y;
tmpvar_102[1].x = tmpvar_106;
float tmpvar_107;
tmpvar_107 = binormal_93.y;
tmpvar_102[1].y = tmpvar_107;
float tmpvar_108;
tmpvar_108 = v_89.normal.y;
tmpvar_102[1].z = tmpvar_108;
float tmpvar_109;
tmpvar_109 = v_89.tangent.z;
tmpvar_102[2].x = tmpvar_109;
float tmpvar_110;
tmpvar_110 = binormal_93.z;
tmpvar_102[2].y = tmpvar_110;
float tmpvar_111;
tmpvar_111 = v_89.normal.z;
tmpvar_102[2].z = tmpvar_111;
mat3 tmpvar_112;
tmpvar_112 = (tmpvar_102);
rotation_92 = (tmpvar_112);
vec3 tmpvar_113;
tmpvar_113 = ObjSpaceLightDir (v_89.vertex);
vec3 tmpvar_114;
tmpvar_114 = (rotation_92 * tmpvar_113);
o_95.lightDir = tmpvar_114;
vec3 tmpvar_115;
tmpvar_115 = ObjSpaceViewDir (v_89.vertex);
vec3 tmpvar_116;
tmpvar_116 = (rotation_92 * tmpvar_115);
o_95.viewDir = tmpvar_116;
vec4 tmpvar_117;
tmpvar_117.w = 1.0;
tmpvar_117.xyz = worldN_94.xyz;
vec3 tmpvar_118;
tmpvar_118 = ShadeSH9 (tmpvar_117);
vec3 tmpvar_119;
tmpvar_119 = tmpvar_118;
shlight_91 = tmpvar_119;
vec3 tmpvar_120;
tmpvar_120 = shlight_91;
o_95.vlight = tmpvar_120;
vec3 tmpvar_121;
tmpvar_121 = (_Object2World * v_89.vertex).xyz;
worldPos_90 = tmpvar_121;
vec3 tmpvar_122;
tmpvar_122 = Shade4PointLights (unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor0, unity_LightColor1, unity_LightColor2, unity_LightColor3, unity_4LightAtten0, worldPos_90, worldN_94);
vec3 tmpvar_123;
tmpvar_123 = (o_95.vlight + tmpvar_122);
o_95.vlight = tmpvar_123;
vec4 tmpvar_124;
tmpvar_124 = ComputeScreenPos (o_95.pos);
vec4 tmpvar_125;
tmpvar_125 = tmpvar_124;
o_95._ShadowCoord = tmpvar_125;
return o_95;
}
void main ()
{
appdata_full xlt_v_126;
v2f_surf xl_retval_127;
vec4 tmpvar_128;
tmpvar_128 = gl_Vertex.xyzw;
vec4 tmpvar_129;
tmpvar_129 = tmpvar_128;
xlt_v_126.vertex = tmpvar_129;
vec4 tmpvar_130;
tmpvar_130 = TANGENT.xyzw;
vec4 tmpvar_131;
tmpvar_131 = tmpvar_130;
xlt_v_126.tangent = tmpvar_131;
vec3 tmpvar_132;
tmpvar_132 = gl_Normal.xyz;
vec3 tmpvar_133;
tmpvar_133 = tmpvar_132;
xlt_v_126.normal = tmpvar_133;
vec4 tmpvar_134;
tmpvar_134 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_135;
tmpvar_135 = tmpvar_134;
xlt_v_126.texcoord = tmpvar_135;
vec4 tmpvar_136;
tmpvar_136 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_137;
tmpvar_137 = tmpvar_136;
xlt_v_126.texcoord1 = tmpvar_137;
vec4 tmpvar_138;
tmpvar_138 = gl_Color.xyzw;
vec4 tmpvar_139;
tmpvar_139 = tmpvar_138;
xlt_v_126.color = tmpvar_139;
v2f_surf tmpvar_140;
tmpvar_140 = vert_surf (xlt_v_126);
v2f_surf tmpvar_141;
tmpvar_141 = tmpvar_140;
xl_retval_127 = tmpvar_141;
vec4 tmpvar_142;
tmpvar_142 = xl_retval_127.pos.xyzw;
vec4 tmpvar_143;
tmpvar_143 = tmpvar_142;
gl_Position = tmpvar_143;
vec4 tmpvar_144;
tmpvar_144.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_144.x = xl_retval_127.fog;
vec4 tmpvar_145;
tmpvar_145 = tmpvar_144;
xlv_FOG = tmpvar_145;
vec4 tmpvar_146;
tmpvar_146 = xl_retval_127.hip_pack0.xyzw;
vec4 tmpvar_147;
tmpvar_147 = tmpvar_146;
gl_TexCoord[0] = tmpvar_147;
vec4 tmpvar_148;
tmpvar_148.w = 0.0;
tmpvar_148.xyz = xl_retval_127.viewDir.xyz;
vec4 tmpvar_149;
tmpvar_149 = tmpvar_148;
gl_TexCoord[1] = tmpvar_149;
vec4 tmpvar_150;
tmpvar_150.w = 0.0;
tmpvar_150.xyz = xl_retval_127.lightDir.xyz;
vec4 tmpvar_151;
tmpvar_151 = tmpvar_150;
gl_TexCoord[2] = tmpvar_151;
vec4 tmpvar_152;
tmpvar_152.w = 0.0;
tmpvar_152.xyz = xl_retval_127.vlight.xyz;
vec4 tmpvar_153;
tmpvar_153 = tmpvar_152;
gl_TexCoord[3] = tmpvar_153;
vec4 tmpvar_154;
tmpvar_154 = xl_retval_127._ShadowCoord.xyzw;
vec4 tmpvar_155;
tmpvar_155 = tmpvar_154;
gl_TexCoord[4] = tmpvar_155;
}