bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Bumped_Specular1-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

192 lines
3.9 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_Illum;
vec2 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
vec4 UnpackNormal (
in vec4 packednormal
)
{
vec4 normal;
vec2 tmpvar_1;
tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
normal.xy = tmpvar_1.xy.xy;
float tmpvar_2;
tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
float tmpvar_3;
tmpvar_3 = tmpvar_2;
normal.z = vec3(tmpvar_3).z;
return normal;
}
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 c;
vec4 tex;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
tex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (tex * _Color);
c = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = c.xyz;
o.Albedo = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_Illum, IN.uv_Illum);
vec3 tmpvar_6;
tmpvar_6 = (c.xyz * tmpvar_5.w);
o.Emission = tmpvar_6;
float tmpvar_7;
tmpvar_7 = tex.w;
o.Gloss = tmpvar_7;
float tmpvar_8;
tmpvar_8 = c.w;
o.Alpha = tmpvar_8;
float tmpvar_9;
tmpvar_9 = _Shininess;
o.Specular = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_BumpMap, IN.uv_BumpMap);
vec4 tmpvar_11;
tmpvar_11 = UnpackNormal (tmpvar_10);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11.xyz;
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12;
o.Normal = tmpvar_13;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s,
in vec4 light
)
{
vec4 c;
float spec;
float tmpvar_1;
tmpvar_1 = (light.w * s.Gloss);
spec = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
c.xyz = tmpvar_2.xyz.xyz;
float tmpvar_3;
tmpvar_3 = (s.Alpha + (spec * _SpecColor.w));
c.w = vec4(tmpvar_3).w;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 col;
vec4 light;
SurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_MainTex = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = IN.hip_pack0.zw;
surfIN.uv_Illum = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Specular = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Alpha = tmpvar_6;
float tmpvar_7;
tmpvar_7 = 0.0;
o.Gloss = tmpvar_7;
surf (surfIN, o);
vec4 tmpvar_8;
tmpvar_8 = texture2DProj (_LightBuffer, IN.hip_screen);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
light = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = log2 (light);
vec4 tmpvar_11;
tmpvar_11 = -(tmpvar_10);
light = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = (light.xyz + unity_Ambient.xyz);
light.xyz = tmpvar_12.xyz.xyz;
vec4 tmpvar_13;
tmpvar_13 = LightingBlinnPhong_PrePass (o, light);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
col = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (col.xyz + o.Emission);
col.xyz = tmpvar_15.xyz.xyz;
return col;
}
void main ()
{
v2f_surf xlt_IN;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN.pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = xlv_FOG.x;
xlt_IN.fog = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[0].xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_IN.hip_pack0 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyzw;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.hip_screen = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = frag_surf (xlt_IN);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xl_retval = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = xl_retval.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
gl_FragData[0] = tmpvar_10;
}