bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_Tree_Optimized_Bark_Shader1-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

122 lines
2.3 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec4 color;
};
struct v2f_surf {
vec4 pos;
};
uniform sampler2D _TranslucencyMap;
uniform sampler2D _MainTex;
uniform sampler2D _BumpSpecMap;
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 norspc;
vec4 trngls;
vec4 c;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
c = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = (c.xyz * IN.color.xyz);
o.Albedo = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = texture2D (_TranslucencyMap, IN.uv_MainTex);
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
trngls = tmpvar_5;
float tmpvar_6;
tmpvar_6 = trngls.w;
o.Gloss = tmpvar_6;
float tmpvar_7;
tmpvar_7 = IN.color.w;
o.Alpha = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = texture2D (_BumpSpecMap, IN.uv_MainTex);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
norspc = tmpvar_9;
float tmpvar_10;
tmpvar_10 = norspc.x;
o.Specular = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = UnpackNormal (norspc);
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11.xyz;
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12;
o.Normal = tmpvar_13;
}
vec4 frag_surf (
in v2f_surf IN
)
{
Input surfIN;
SurfaceOutput o;
vec3 tmpvar_1;
tmpvar_1 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_2;
float tmpvar_3;
tmpvar_3 = 0.0;
o.Specular = tmpvar_3;
float tmpvar_4;
tmpvar_4 = 0.0;
o.Alpha = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Gloss = tmpvar_5;
surf (surfIN, o);
return vec4(0.0, 0.0, 0.0, 0.0);
}
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;
vec4 tmpvar_2;
tmpvar_2 = frag_surf (xlt_IN);
vec4 tmpvar_3;
tmpvar_3 = tmpvar_2;
xl_retval = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = xl_retval.xyzw;
vec4 tmpvar_5;
tmpvar_5 = tmpvar_4;
gl_FragData[0] = tmpvar_5;
}