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

319 lines
6.1 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 lightDir;
vec4 _LightCoord;
};
varying vec4 xlv_FOG;
uniform float _RimPower;
uniform vec4 _RimColor;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _BumpMap;
float xll_saturate (
in float x
)
{
float tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec2 xll_saturate (
in vec2 x
)
{
vec2 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec3 xll_saturate (
in vec3 x
)
{
vec3 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec4 xll_saturate (
in vec4 x
)
{
vec4 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
mat2 xll_saturate (
in mat2 m
)
{
vec2 tmpvar_1;
tmpvar_1 = clamp (m[0], 0.0, 1.0);
vec2 tmpvar_2;
tmpvar_2 = clamp (m[1], 0.0, 1.0);
mat2 tmpvar_3;
vec2 tmpvar_4;
tmpvar_4 = tmpvar_1;
tmpvar_3[0] = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = tmpvar_2;
tmpvar_3[1] = tmpvar_5;
return tmpvar_3;
}
mat3 xll_saturate (
in mat3 m
)
{
vec3 tmpvar_1;
tmpvar_1 = clamp (m[0], 0.0, 1.0);
vec3 tmpvar_2;
tmpvar_2 = clamp (m[1], 0.0, 1.0);
vec3 tmpvar_3;
tmpvar_3 = clamp (m[2], 0.0, 1.0);
mat3 tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = tmpvar_1;
tmpvar_4[0] = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_2;
tmpvar_4[1] = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = tmpvar_3;
tmpvar_4[2] = tmpvar_7;
return tmpvar_4;
}
mat4 xll_saturate (
in mat4 m
)
{
vec4 tmpvar_1;
tmpvar_1 = clamp (m[0], 0.0, 1.0);
vec4 tmpvar_2;
tmpvar_2 = clamp (m[1], 0.0, 1.0);
vec4 tmpvar_3;
tmpvar_3 = clamp (m[2], 0.0, 1.0);
vec4 tmpvar_4;
tmpvar_4 = clamp (m[3], 0.0, 1.0);
mat4 tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_1;
tmpvar_5[0] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = tmpvar_2;
tmpvar_5[1] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_3;
tmpvar_5[2] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = tmpvar_4;
tmpvar_5[3] = tmpvar_9;
return tmpvar_5;
}
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
)
{
float rim;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_BumpMap);
vec3 tmpvar_2;
tmpvar_2 = tmpvar_1.xyz;
o.Albedo = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_BumpMap, IN.uv_BumpMap);
vec4 tmpvar_4;
tmpvar_4 = UnpackNormal (tmpvar_3);
vec3 tmpvar_5;
tmpvar_5 = tmpvar_4.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
o.Normal = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = normalize (IN.viewDir);
float tmpvar_8;
tmpvar_8 = dot (tmpvar_7, o.Normal);
float tmpvar_9;
tmpvar_9 = xll_saturate (tmpvar_8);
float tmpvar_10;
tmpvar_10 = (1.0 - tmpvar_9);
rim = tmpvar_10;
float tmpvar_11;
tmpvar_11 = pow (rim, _RimPower);
vec3 tmpvar_12;
tmpvar_12 = (_RimColor.xyz * tmpvar_11);
o.Emission = tmpvar_12;
}
float UnitySpotCookie (
in vec4 LightCoord
)
{
vec4 tmpvar_1;
tmpvar_1 = texture2D (_LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5));
return tmpvar_1.w;
}
float UnitySpotAttenuate (
in vec3 LightCoord
)
{
float tmpvar_1;
tmpvar_1 = dot (LightCoord, LightCoord);
vec2 tmpvar_2;
tmpvar_2 = vec2(tmpvar_1);
vec2 tmpvar_3;
tmpvar_3 = tmpvar_2.xy;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_LightTextureB0, tmpvar_3);
return tmpvar_4.w;
}
vec4 LightingLambert (
in SurfaceOutput s,
in vec3 lightDir,
in float atten
)
{
vec4 c;
float diff;
float tmpvar_1;
tmpvar_1 = dot (s.Normal, lightDir);
float tmpvar_2;
tmpvar_2 = max (0.0, tmpvar_1);
float tmpvar_3;
tmpvar_3 = tmpvar_2;
diff = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
c.xyz = tmpvar_4.xyz.xyz;
float tmpvar_5;
tmpvar_5 = s.Alpha;
c.w = vec4(tmpvar_5).w;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 c;
vec3 lightDir;
SurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_BumpMap = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_3;
float tmpvar_4;
tmpvar_4 = 0.0;
o.Specular = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Alpha = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Gloss = tmpvar_6;
surf (surfIN, o);
vec3 tmpvar_7;
tmpvar_7 = IN.lightDir;
lightDir = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = normalize (lightDir);
vec3 tmpvar_9;
tmpvar_9 = tmpvar_8;
lightDir = tmpvar_9;
float tmpvar_10;
tmpvar_10 = UnitySpotCookie (IN._LightCoord);
float tmpvar_11;
tmpvar_11 = UnitySpotAttenuate (IN._LightCoord.xyz);
vec4 tmpvar_12;
tmpvar_12 = LightingLambert (o, lightDir, ((float((IN._LightCoord.z > 0.0)) * tmpvar_10) * tmpvar_11));
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
c = tmpvar_13;
float tmpvar_14;
tmpvar_14 = 0.0;
c.w = vec4(tmpvar_14).w;
return c;
}
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;
vec2 tmpvar_3;
tmpvar_3 = gl_TexCoord[0].xy;
vec2 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_IN.hip_pack0 = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.lightDir = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_TexCoord[2].xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN._LightCoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = frag_surf (xlt_IN);
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xl_retval = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = xl_retval.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
gl_FragData[0] = tmpvar_12;
}