bgfx/3rdparty/glsl-optimizer/tests/fragment/z-unity-spot-inES3.txt
2014-10-11 12:32:43 -07:00

101 lines
2.8 KiB
Text

#version 300 es
#define gl_FragColor _glesFragData[0]
#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
struct SurfaceOutput {
lowp vec3 Albedo;
lowp vec3 Normal;
lowp vec3 Emission;
mediump float Specular;
lowp float Gloss;
lowp float Alpha;
};
struct Input {
highp vec2 uv_MainTex;
};
struct v2f_surf {
highp vec4 pos;
highp vec2 pack0;
lowp vec3 worldNormal;
highp vec3 worldPos;
};
struct appdata_full {
highp vec4 vertex;
highp vec4 tangent;
highp vec3 normal;
highp vec4 texcoord;
highp vec4 texcoord1;
highp vec4 texcoord2;
highp vec4 texcoord3;
lowp vec4 color;
};
uniform highp vec4 _WorldSpaceLightPos0;
uniform lowp vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform mediump mat4 _LightMatrix0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform highp vec4 _MainTex_ST;
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten )
{
lowp float diff = max( 0.0, dot( s.Normal, lightDir));
lowp vec4 c;
c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
c.w = s.Alpha;
return c;
}
lowp float UnitySpotAttenuate( in mediump vec3 LightCoord )
{
return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
lowp float UnitySpotCookie( in mediump vec4 LightCoord )
{
return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
highp vec3 UnityWorldSpaceLightDir( in highp vec3 worldPos )
{
return (_WorldSpaceLightPos0.xyz - worldPos);
}
void surf( in Input IN, inout SurfaceOutput o )
{
mediump vec4 c = texture( _MainTex, IN.uv_MainTex);
o.Albedo = c.xyz;
o.Alpha = c.w;
}
lowp vec4 frag_surf( in v2f_surf IN )
{
Input surfIN;
surfIN.uv_MainTex = IN.pack0.xy;
highp vec3 worldPos = IN.worldPos;
highp vec3 lightDir = normalize(UnityWorldSpaceLightDir( worldPos));
SurfaceOutput o;
o.Albedo = vec3( 0.0);
o.Emission = vec3( 0.0);
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
o.Normal = IN.worldNormal;
surf( surfIN, o);
mediump vec4 lightCoord = (_LightMatrix0 * vec4( worldPos, 1.0));
lowp float atten = (((float((lightCoord.z > 0.0)) * UnitySpotCookie( lightCoord)) * UnitySpotAttenuate( lightCoord.xyz)) * 1.0);
lowp vec4 c = vec4( 0.0);
c += LightingLambert( o, lightDir, atten);
c.w = 0.0;
return c;
}
in highp vec2 xlv_TEXCOORD0;
in lowp vec3 xlv_TEXCOORD1;
in highp vec3 xlv_TEXCOORD2;
void main() {
lowp vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
xlt_IN.worldNormal = vec3(xlv_TEXCOORD1);
xlt_IN.worldPos = vec3(xlv_TEXCOORD2);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4(xl_retval);
}