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

226 lines
5.1 KiB
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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;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
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;
}
float UnitySpotCookie (
in vec4 LightCoord_10
)
{
vec4 tmpvar_11;
tmpvar_11 = texture2D (_LightTexture0, ((LightCoord_10.xy / LightCoord_10.w) + 0.5));
return tmpvar_11.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord_12
)
{
float tmpvar_13;
tmpvar_13 = dot (LightCoord_12, LightCoord_12);
vec2 tmpvar_14;
tmpvar_14 = vec2(tmpvar_13);
vec2 tmpvar_15;
tmpvar_15 = tmpvar_14.xy;
vec4 tmpvar_16;
tmpvar_16 = texture2D (_LightTextureB0, tmpvar_15);
return tmpvar_16.w;
}
vec4 LightingBlinnPhong (
in SurfaceOutput s_17,
in vec3 lightDir_18,
in vec3 viewDir_19,
in float atten_20
)
{
vec4 c_21;
float spec_22;
float nh_23;
float diff_24;
vec3 h_25;
vec3 tmpvar_26;
tmpvar_26 = normalize ((lightDir_18 + viewDir_19));
vec3 tmpvar_27;
tmpvar_27 = tmpvar_26;
h_25 = tmpvar_27;
float tmpvar_28;
tmpvar_28 = dot (s_17.Normal, lightDir_18);
float tmpvar_29;
tmpvar_29 = max (0.0, tmpvar_28);
float tmpvar_30;
tmpvar_30 = tmpvar_29;
diff_24 = tmpvar_30;
float tmpvar_31;
tmpvar_31 = dot (s_17.Normal, h_25);
float tmpvar_32;
tmpvar_32 = max (0.0, tmpvar_31);
float tmpvar_33;
tmpvar_33 = tmpvar_32;
nh_23 = tmpvar_33;
float tmpvar_34;
tmpvar_34 = pow (nh_23, (s_17.Specular * 128.0));
float tmpvar_35;
tmpvar_35 = (tmpvar_34 * s_17.Gloss);
spec_22 = tmpvar_35;
vec3 tmpvar_36;
tmpvar_36 = ((((s_17.Albedo * _LightColor0.xyz) * diff_24) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_22)) * (atten_20 * 2.0));
c_21.xyz = tmpvar_36.xyz.xyz;
float tmpvar_37;
tmpvar_37 = (s_17.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_22) * atten_20));
c_21.w = vec4(tmpvar_37).w;
return c_21;
}
vec4 frag_surf (
in v2f_surf IN_38
)
{
vec4 c_39;
vec3 lightDir_40;
SurfaceOutput o_41;
Input surfIN_42;
vec2 tmpvar_43;
tmpvar_43 = IN_38.hip_pack0.xy;
surfIN_42.uv_MainTex = tmpvar_43;
vec3 tmpvar_44;
tmpvar_44 = vec3(0.0, 0.0, 0.0);
o_41.Albedo = tmpvar_44;
vec3 tmpvar_45;
tmpvar_45 = vec3(0.0, 0.0, 0.0);
o_41.Emission = tmpvar_45;
float tmpvar_46;
tmpvar_46 = 0.0;
o_41.Specular = tmpvar_46;
float tmpvar_47;
tmpvar_47 = 0.0;
o_41.Alpha = tmpvar_47;
float tmpvar_48;
tmpvar_48 = 0.0;
o_41.Gloss = tmpvar_48;
vec3 tmpvar_49;
tmpvar_49 = IN_38.normal;
o_41.Normal = tmpvar_49;
surf (surfIN_42, o_41);
vec3 tmpvar_50;
tmpvar_50 = IN_38.lightDir;
lightDir_40 = tmpvar_50;
vec3 tmpvar_51;
tmpvar_51 = normalize (lightDir_40);
vec3 tmpvar_52;
tmpvar_52 = tmpvar_51;
lightDir_40 = tmpvar_52;
vec3 tmpvar_53;
tmpvar_53 = IN_38.viewDir.xyz;
vec3 tmpvar_54;
tmpvar_54 = normalize (tmpvar_53);
float tmpvar_55;
tmpvar_55 = UnitySpotCookie (IN_38._LightCoord);
float tmpvar_56;
tmpvar_56 = UnitySpotAttenuate (IN_38._LightCoord.xyz);
vec4 tmpvar_57;
tmpvar_57 = LightingBlinnPhong (o_41, lightDir_40, tmpvar_54, ((float((IN_38._LightCoord.z > 0.0)) * tmpvar_55) * tmpvar_56));
vec4 tmpvar_58;
tmpvar_58 = tmpvar_57;
c_39 = tmpvar_58;
float tmpvar_59;
tmpvar_59 = 0.0;
c_39.w = vec4(tmpvar_59).w;
return c_39;
}
void main ()
{
v2f_surf xlt_IN_60;
vec4 xl_retval_61;
vec4 tmpvar_62;
tmpvar_62 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_60.pos = tmpvar_62;
float tmpvar_63;
tmpvar_63 = xlv_FOG.x;
xlt_IN_60.fog = tmpvar_63;
vec2 tmpvar_64;
tmpvar_64 = gl_TexCoord[0].xy;
vec2 tmpvar_65;
tmpvar_65 = tmpvar_64;
xlt_IN_60.hip_pack0 = tmpvar_65;
vec3 tmpvar_66;
tmpvar_66 = gl_TexCoord[1].xyz;
vec3 tmpvar_67;
tmpvar_67 = tmpvar_66;
xlt_IN_60.normal = tmpvar_67;
vec3 tmpvar_68;
tmpvar_68 = gl_TexCoord[2].xyz;
vec3 tmpvar_69;
tmpvar_69 = tmpvar_68;
xlt_IN_60.lightDir = tmpvar_69;
vec3 tmpvar_70;
tmpvar_70 = gl_TexCoord[3].xyz;
vec3 tmpvar_71;
tmpvar_71 = tmpvar_70;
xlt_IN_60.viewDir = tmpvar_71;
vec4 tmpvar_72;
tmpvar_72 = gl_TexCoord[4].xyzw;
vec4 tmpvar_73;
tmpvar_73 = tmpvar_72;
xlt_IN_60._LightCoord = tmpvar_73;
vec4 tmpvar_74;
tmpvar_74 = frag_surf (xlt_IN_60);
vec4 tmpvar_75;
tmpvar_75 = tmpvar_74;
xl_retval_61 = tmpvar_75;
vec4 tmpvar_76;
tmpvar_76 = xl_retval_61.xyzw;
vec4 tmpvar_77;
tmpvar_77 = tmpvar_76;
gl_FragData[0] = tmpvar_77;
}