bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_Tree_Optimized_Leaf_Shader1-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

384 lines
7.6 KiB
Text

struct LeafSurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
vec3 Translucency;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 lightDir;
vec3 viewDir;
vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform sampler2D _TranslucencyMap;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform float _Cutoff;
uniform sampler2D _BumpSpecMap;
void xll_clip (
in float x
)
{
if ((x < 0.0)) {
discard;
};
}
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 LeafSurfaceOutput 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;
vec3 tmpvar_6;
tmpvar_6 = trngls.xyz;
o.Translucency = tmpvar_6;
float tmpvar_7;
tmpvar_7 = trngls.w;
o.Gloss = tmpvar_7;
float tmpvar_8;
tmpvar_8 = (c.w * IN.color.w);
o.Alpha = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = texture2D (_BumpSpecMap, IN.uv_MainTex);
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
norspc = tmpvar_10;
float tmpvar_11;
tmpvar_11 = norspc.x;
o.Specular = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = UnpackNormal (norspc);
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12.xyz;
vec3 tmpvar_14;
tmpvar_14 = tmpvar_13;
o.Normal = tmpvar_14;
}
vec4 LightingTreeLeaf (
in LeafSurfaceOutput s,
in vec3 lightDir,
in vec3 viewDir,
in float atten
)
{
vec4 c;
vec3 col;
vec3 translucencyColor;
float trans;
float spec;
float nh;
float diff;
vec3 h;
vec3 tmpvar_1;
tmpvar_1 = normalize ((lightDir + viewDir));
vec3 tmpvar_2;
tmpvar_2 = tmpvar_1;
h = tmpvar_2;
float tmpvar_3;
tmpvar_3 = dot (s.Normal, lightDir);
float tmpvar_4;
tmpvar_4 = tmpvar_3;
diff = tmpvar_4;
float tmpvar_5;
tmpvar_5 = dot (s.Normal, h);
float tmpvar_6;
tmpvar_6 = max (0.0, tmpvar_5);
float tmpvar_7;
tmpvar_7 = tmpvar_6;
nh = tmpvar_7;
float tmpvar_8;
tmpvar_8 = pow (nh, (s.Specular * 128.0));
float tmpvar_9;
tmpvar_9 = (tmpvar_8 * s.Gloss);
spec = tmpvar_9;
float tmpvar_10;
tmpvar_10 = max (0.0, -(diff));
float tmpvar_11;
tmpvar_11 = tmpvar_10;
trans = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = ((s.Translucency * trans) * 2.0);
translucencyColor = tmpvar_12;
float tmpvar_13;
tmpvar_13 = max (0.0, ((diff * 0.5) + 0.5));
float tmpvar_14;
tmpvar_14 = tmpvar_13;
diff = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (s.Albedo * (diff + translucencyColor));
col = tmpvar_15;
float tmpvar_16;
tmpvar_16 = ceil (trans);
float tmpvar_17;
tmpvar_17 = xll_saturate (tmpvar_16);
vec3 tmpvar_18;
tmpvar_18 = (col + (spec * (1.0 - tmpvar_17)));
col = tmpvar_18;
vec3 tmpvar_19;
tmpvar_19 = (col * _LightColor0.xyz);
col = tmpvar_19;
vec3 tmpvar_20;
tmpvar_20 = (col * (atten * 2.0));
c.xyz = tmpvar_20.xyz.xyz;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 c;
vec3 lightDir;
LeafSurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_MainTex = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = IN.lop_color;
surfIN.color = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Specular = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Alpha = tmpvar_6;
surf (surfIN, o);
xll_clip ((o.Alpha - _Cutoff));
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;
vec3 tmpvar_10;
tmpvar_10 = IN.viewDir.xyz;
vec3 tmpvar_11;
tmpvar_11 = normalize (tmpvar_10);
float tmpvar_12;
tmpvar_12 = dot (IN._LightCoord, IN._LightCoord);
vec2 tmpvar_13;
tmpvar_13 = vec2(tmpvar_12);
vec2 tmpvar_14;
tmpvar_14 = tmpvar_13.xy;
vec4 tmpvar_15;
tmpvar_15 = texture2D (_LightTextureB0, tmpvar_14);
vec4 tmpvar_16;
tmpvar_16 = textureCube (_LightTexture0, IN._LightCoord);
vec4 tmpvar_17;
tmpvar_17 = LightingTreeLeaf (o, lightDir, tmpvar_11, (tmpvar_15.w * tmpvar_16.w));
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
c = tmpvar_18;
float tmpvar_19;
tmpvar_19 = o.Alpha;
c.w = vec4(tmpvar_19).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;
vec4 tmpvar_5;
tmpvar_5 = gl_Color.xyzw;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.lop_color = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = gl_TexCoord[1].xyz;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN.lightDir = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = gl_TexCoord[2].xyz;
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_IN.viewDir = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = gl_TexCoord[3].xyz;
vec3 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_IN._LightCoord = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = frag_surf (xlt_IN);
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_FragData[0] = tmpvar_16;
}