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

408 lines
8.1 KiB
Text

struct v2f {
vec4 pos;
vec4 uv;
vec3 ray;
};
uniform vec4 unity_LightmapFade;
uniform vec4 _ZBufferParams;
uniform mat4 _ViewToCookie;
uniform mat4 _View2Shadow;
uniform samplerCube _ShadowMapTexture;
uniform vec4 _ProjectionParams;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightShadowData;
uniform vec4 _LightPositionRange;
uniform vec4 _LightPos;
uniform vec4 _LightColor;
uniform sampler2D _CameraNormalsTexture;
uniform sampler2D _CameraDepthTexture;
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;
}
mat3 xll_constructMat3 (
in mat4 m
)
{
vec3 tmpvar_1;
tmpvar_1 = m[0].xyz;
vec3 tmpvar_2;
tmpvar_2 = m[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = m[2].xyz;
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;
}
float Luminance (
in vec3 c
)
{
float tmpvar_1;
tmpvar_1 = dot (c, vec3(0.22, 0.707, 0.071));
return tmpvar_1;
}
float Linear01Depth (
in float z
)
{
return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
}
float DecodeFloatRGBA (
in vec4 enc
)
{
vec4 kDecodeDot;
vec4 tmpvar_1;
tmpvar_1 = vec4(1.0, 0.00392157, 1.53787e-05, 0.0);
kDecodeDot = tmpvar_1;
float tmpvar_2;
tmpvar_2 = dot (enc, kDecodeDot);
return tmpvar_2;
}
float SampleCubeDistance (
in vec3 vec
)
{
vec4 packDist;
vec4 tmpvar_1;
tmpvar_1 = textureCube (_ShadowMapTexture, vec);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
packDist = tmpvar_2;
float tmpvar_3;
tmpvar_3 = DecodeFloatRGBA (packDist);
return tmpvar_3;
}
float unitySampleShadow (
in vec3 vec,
in float mydist
)
{
float dist;
float tmpvar_1;
tmpvar_1 = SampleCubeDistance (vec);
float tmpvar_2;
tmpvar_2 = tmpvar_1;
dist = tmpvar_2;
float tmpvar_3;
if ((dist < mydist)) {
tmpvar_3 = _LightShadowData.x;
} else {
tmpvar_3 = 1.0;
};
return tmpvar_3;
}
float ComputeShadow (
in vec3 vec,
in vec2 uv
)
{
float mydist;
float fade;
float tmpvar_1;
tmpvar_1 = ((vec.z * _LightShadowData.z) + _LightShadowData.w);
fade = tmpvar_1;
float tmpvar_2;
tmpvar_2 = xll_saturate (fade);
float tmpvar_3;
tmpvar_3 = tmpvar_2;
fade = tmpvar_3;
mat3 tmpvar_4;
tmpvar_4 = (xll_constructMat3 (_View2Shadow));
vec3 tmpvar_5;
tmpvar_5 = (tmpvar_4 * vec);
vec = tmpvar_5;
float tmpvar_6;
tmpvar_6 = length (vec);
float tmpvar_7;
tmpvar_7 = (tmpvar_6 * _LightPositionRange.w);
mydist = tmpvar_7;
float tmpvar_8;
tmpvar_8 = (mydist * 0.97);
mydist = tmpvar_8;
float tmpvar_9;
tmpvar_9 = unitySampleShadow (vec, mydist);
return tmpvar_9;
return 1.0;
}
vec4 frag (
in v2f i
)
{
float fade;
vec4 res;
float spec;
vec3 h;
float diff;
float atten;
float att;
vec3 lightDir;
vec3 tolight;
vec3 vpos;
float depth;
vec3 normal;
vec4 nspec;
vec2 uv;
vec3 tmpvar_1;
tmpvar_1 = (i.ray * (_ProjectionParams.z / i.ray.z));
i.ray = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = (i.uv.xy / i.uv.w);
uv = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_CameraNormalsTexture, uv);
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
nspec = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = ((nspec.xyz * 2.0) - 1.0);
normal = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = normalize (normal);
vec3 tmpvar_7;
tmpvar_7 = tmpvar_6;
normal = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = texture2D (_CameraDepthTexture, uv);
float tmpvar_9;
tmpvar_9 = tmpvar_8.x;
depth = tmpvar_9;
float tmpvar_10;
tmpvar_10 = Linear01Depth (depth);
float tmpvar_11;
tmpvar_11 = tmpvar_10;
depth = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = (i.ray * depth);
vpos = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = (_LightPos.xyz - vpos);
tolight = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = normalize (tolight);
vec3 tmpvar_15;
tmpvar_15 = tmpvar_14;
lightDir = tmpvar_15;
float tmpvar_16;
tmpvar_16 = dot (tolight, tolight);
float tmpvar_17;
tmpvar_17 = (tmpvar_16 * _LightPos.w);
att = tmpvar_17;
vec2 tmpvar_18;
tmpvar_18 = vec2(att);
vec2 tmpvar_19;
tmpvar_19 = tmpvar_18.xy;
vec4 tmpvar_20;
tmpvar_20 = texture2D (_LightTextureB0, tmpvar_19);
float tmpvar_21;
tmpvar_21 = tmpvar_20.w;
atten = tmpvar_21;
float tmpvar_22;
tmpvar_22 = ComputeShadow (-(tolight), uv);
float tmpvar_23;
tmpvar_23 = (atten * tmpvar_22);
atten = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24.w = 1.0;
tmpvar_24.xyz = vpos.xyz;
vec4 tmpvar_25;
tmpvar_25 = textureCube (_LightTexture0, (_ViewToCookie * tmpvar_24).xyz);
float tmpvar_26;
tmpvar_26 = (atten * tmpvar_25.w);
atten = tmpvar_26;
float tmpvar_27;
tmpvar_27 = dot (lightDir, normal);
float tmpvar_28;
tmpvar_28 = max (0.0, tmpvar_27);
float tmpvar_29;
tmpvar_29 = tmpvar_28;
diff = tmpvar_29;
vec3 tmpvar_30;
tmpvar_30 = normalize (vpos);
vec3 tmpvar_31;
tmpvar_31 = normalize ((lightDir - tmpvar_30));
vec3 tmpvar_32;
tmpvar_32 = tmpvar_31;
h = tmpvar_32;
float tmpvar_33;
tmpvar_33 = dot (h, normal);
float tmpvar_34;
tmpvar_34 = max (0.0, tmpvar_33);
float tmpvar_35;
tmpvar_35 = pow (tmpvar_34, (nspec.w * 128.0));
float tmpvar_36;
tmpvar_36 = tmpvar_35;
spec = tmpvar_36;
float tmpvar_37;
tmpvar_37 = xll_saturate (atten);
float tmpvar_38;
tmpvar_38 = (spec * tmpvar_37);
spec = tmpvar_38;
vec3 tmpvar_39;
tmpvar_39 = (_LightColor.xyz * (diff * atten));
res.xyz = tmpvar_39.xyz.xyz;
float tmpvar_40;
tmpvar_40 = Luminance (_LightColor.xyz);
float tmpvar_41;
tmpvar_41 = (spec * tmpvar_40);
res.w = vec4(tmpvar_41).w;
float tmpvar_42;
tmpvar_42 = ((vpos.z * unity_LightmapFade.z) + unity_LightmapFade.w);
fade = tmpvar_42;
float tmpvar_43;
tmpvar_43 = xll_saturate ((1.0 - fade));
vec4 tmpvar_44;
tmpvar_44 = (res * tmpvar_43);
res = tmpvar_44;
vec4 tmpvar_45;
tmpvar_45 = exp2 (-(res));
return tmpvar_45;
}
void main ()
{
v2f xlt_i;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i.pos = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = gl_TexCoord[0].xyzw;
vec4 tmpvar_3;
tmpvar_3 = tmpvar_2;
xlt_i.uv = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = gl_TexCoord[1].xyz;
vec3 tmpvar_5;
tmpvar_5 = tmpvar_4;
xlt_i.ray = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = frag (xlt_i);
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
xl_retval = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = xl_retval.xyzw;
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
gl_FragData[0] = tmpvar_9;
}