bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Leaves2-ir.txt
2012-10-07 20:41:18 -07:00

292 lines
5.7 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;
vec4 hip_screen;
vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform float _Cutoff;
uniform vec4 _Color;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
float xll_saturate (
in float x_2
)
{
float tmpvar_3;
tmpvar_3 = clamp (x_2, 0.0, 1.0);
return tmpvar_3;
}
vec2 xll_saturate (
in vec2 x_4
)
{
vec2 tmpvar_5;
tmpvar_5 = clamp (x_4, 0.0, 1.0);
return tmpvar_5;
}
vec3 xll_saturate (
in vec3 x_6
)
{
vec3 tmpvar_7;
tmpvar_7 = clamp (x_6, 0.0, 1.0);
return tmpvar_7;
}
vec4 xll_saturate (
in vec4 x_8
)
{
vec4 tmpvar_9;
tmpvar_9 = clamp (x_8, 0.0, 1.0);
return tmpvar_9;
}
mat2 xll_saturate (
in mat2 m_10
)
{
vec2 tmpvar_11;
tmpvar_11 = clamp (m_10[0], 0.0, 1.0);
vec2 tmpvar_12;
tmpvar_12 = clamp (m_10[1], 0.0, 1.0);
mat2 tmpvar_13;
vec2 tmpvar_14;
tmpvar_14 = tmpvar_11;
tmpvar_13[0] = tmpvar_14;
vec2 tmpvar_15;
tmpvar_15 = tmpvar_12;
tmpvar_13[1] = tmpvar_15;
return tmpvar_13;
}
mat3 xll_saturate (
in mat3 m_16
)
{
vec3 tmpvar_17;
tmpvar_17 = clamp (m_16[0], 0.0, 1.0);
vec3 tmpvar_18;
tmpvar_18 = clamp (m_16[1], 0.0, 1.0);
vec3 tmpvar_19;
tmpvar_19 = clamp (m_16[2], 0.0, 1.0);
mat3 tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = tmpvar_17;
tmpvar_20[0] = tmpvar_21;
vec3 tmpvar_22;
tmpvar_22 = tmpvar_18;
tmpvar_20[1] = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = tmpvar_19;
tmpvar_20[2] = tmpvar_23;
return tmpvar_20;
}
mat4 xll_saturate (
in mat4 m_24
)
{
vec4 tmpvar_25;
tmpvar_25 = clamp (m_24[0], 0.0, 1.0);
vec4 tmpvar_26;
tmpvar_26 = clamp (m_24[1], 0.0, 1.0);
vec4 tmpvar_27;
tmpvar_27 = clamp (m_24[2], 0.0, 1.0);
vec4 tmpvar_28;
tmpvar_28 = clamp (m_24[3], 0.0, 1.0);
mat4 tmpvar_29;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_25;
tmpvar_29[0] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31 = tmpvar_26;
tmpvar_29[1] = tmpvar_31;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_27;
tmpvar_29[2] = tmpvar_32;
vec4 tmpvar_33;
tmpvar_33 = tmpvar_28;
tmpvar_29[3] = tmpvar_33;
return tmpvar_29;
}
void surf (
in Input IN_34,
inout SurfaceOutput o_35
)
{
vec4 c_36;
vec4 tmpvar_37;
tmpvar_37 = texture2D (_MainTex, IN_34.uv_MainTex);
vec4 tmpvar_38;
tmpvar_38 = (tmpvar_37 * _Color);
c_36 = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = c_36.xyz;
o_35.Albedo = tmpvar_39;
float tmpvar_40;
tmpvar_40 = c_36.w;
o_35.Alpha = tmpvar_40;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s_41,
in vec4 light_42
)
{
vec4 c_43;
vec3 tmpvar_44;
tmpvar_44 = (s_41.Albedo * light_42.xyz);
c_43.xyz = tmpvar_44.xyz.xyz;
float tmpvar_45;
tmpvar_45 = s_41.Alpha;
c_43.w = vec4(tmpvar_45).w;
return c_43;
}
vec3 DecodeLightmap (
in vec4 color_46
)
{
return (2.0 * color_46.xyz);
}
vec4 frag_surf (
in v2f_surf IN_47
)
{
vec4 col_48;
vec3 lm_49;
vec3 lmIndirect_50;
vec3 lmFull_51;
vec4 light_52;
SurfaceOutput o_53;
Input surfIN_54;
vec2 tmpvar_55;
tmpvar_55 = IN_47.hip_pack0.xy;
surfIN_54.uv_MainTex = tmpvar_55;
vec3 tmpvar_56;
tmpvar_56 = vec3(0.0, 0.0, 0.0);
o_53.Albedo = tmpvar_56;
vec3 tmpvar_57;
tmpvar_57 = vec3(0.0, 0.0, 0.0);
o_53.Emission = tmpvar_57;
float tmpvar_58;
tmpvar_58 = 0.0;
o_53.Specular = tmpvar_58;
float tmpvar_59;
tmpvar_59 = 0.0;
o_53.Alpha = tmpvar_59;
float tmpvar_60;
tmpvar_60 = 0.0;
o_53.Gloss = tmpvar_60;
surf (surfIN_54, o_53);
xll_clip ((o_53.Alpha - _Cutoff));
vec4 tmpvar_61;
tmpvar_61 = texture2DProj (_LightBuffer, IN_47.hip_screen);
vec4 tmpvar_62;
tmpvar_62 = tmpvar_61;
light_52 = tmpvar_62;
vec4 tmpvar_63;
tmpvar_63 = log2 (light_52);
vec4 tmpvar_64;
tmpvar_64 = -(tmpvar_63);
light_52 = tmpvar_64;
vec4 tmpvar_65;
tmpvar_65 = texture2D (unity_Lightmap, IN_47.hip_lmapFade.xy);
vec3 tmpvar_66;
tmpvar_66 = DecodeLightmap (tmpvar_65);
vec3 tmpvar_67;
tmpvar_67 = tmpvar_66;
lmFull_51 = tmpvar_67;
vec4 tmpvar_68;
tmpvar_68 = texture2D (unity_LightmapInd, IN_47.hip_lmapFade.xy);
vec3 tmpvar_69;
tmpvar_69 = DecodeLightmap (tmpvar_68);
vec3 tmpvar_70;
tmpvar_70 = tmpvar_69;
lmIndirect_50 = tmpvar_70;
float tmpvar_71;
tmpvar_71 = xll_saturate (IN_47.hip_lmapFade.z);
vec3 tmpvar_72;
tmpvar_72 = vec3(tmpvar_71);
vec3 tmpvar_73;
tmpvar_73 = mix (lmIndirect_50, lmFull_51, tmpvar_72);
vec3 tmpvar_74;
tmpvar_74 = tmpvar_73;
lm_49 = tmpvar_74;
vec3 tmpvar_75;
tmpvar_75 = (light_52.xyz + lm_49);
light_52.xyz = tmpvar_75.xyz.xyz;
vec4 tmpvar_76;
tmpvar_76 = LightingLambert_PrePass (o_53, light_52);
vec4 tmpvar_77;
tmpvar_77 = tmpvar_76;
col_48 = tmpvar_77;
return col_48;
}
void main ()
{
v2f_surf xlt_IN_78;
vec4 xl_retval_79;
vec4 tmpvar_80;
tmpvar_80 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_78.pos = tmpvar_80;
float tmpvar_81;
tmpvar_81 = xlv_FOG.x;
xlt_IN_78.fog = tmpvar_81;
vec2 tmpvar_82;
tmpvar_82 = gl_TexCoord[0].xy;
vec2 tmpvar_83;
tmpvar_83 = tmpvar_82;
xlt_IN_78.hip_pack0 = tmpvar_83;
vec4 tmpvar_84;
tmpvar_84 = gl_TexCoord[1].xyzw;
vec4 tmpvar_85;
tmpvar_85 = tmpvar_84;
xlt_IN_78.hip_screen = tmpvar_85;
vec3 tmpvar_86;
tmpvar_86 = gl_TexCoord[2].xyz;
vec3 tmpvar_87;
tmpvar_87 = tmpvar_86;
xlt_IN_78.hip_lmapFade = tmpvar_87;
vec4 tmpvar_88;
tmpvar_88 = frag_surf (xlt_IN_78);
vec4 tmpvar_89;
tmpvar_89 = tmpvar_88;
xl_retval_79 = tmpvar_89;
vec4 tmpvar_90;
tmpvar_90 = xl_retval_79.xyzw;
vec4 tmpvar_91;
tmpvar_91 = tmpvar_90;
gl_FragData[0] = tmpvar_91;
}