bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Parallax_Specular1-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

288 lines
6.2 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_BumpMap;
vec2 uv_Illum;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec3 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _ParallaxMap;
uniform float _Parallax;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform vec4 _LightColor0;
uniform sampler2D _Illum;
uniform vec4 _Color;
uniform sampler2D _BumpMap;
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;
}
vec2 ParallaxOffset (
in float h,
in float height,
in vec3 viewDir
)
{
vec3 v;
float tmpvar_1;
tmpvar_1 = ((h * height) - (height / 2.0));
h = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = normalize (viewDir);
vec3 tmpvar_3;
tmpvar_3 = tmpvar_2;
v = tmpvar_3;
float tmpvar_4;
tmpvar_4 = (v.z + 0.42);
v.z = vec3(tmpvar_4).z;
return (h * (v.xy / v.z));
}
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 c;
vec4 tex;
vec2 offset;
float h;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_ParallaxMap, IN.uv_BumpMap);
float tmpvar_2;
tmpvar_2 = tmpvar_1.w;
h = tmpvar_2;
vec2 tmpvar_3;
tmpvar_3 = ParallaxOffset (h, _Parallax, IN.viewDir);
vec2 tmpvar_4;
tmpvar_4 = tmpvar_3;
offset = tmpvar_4;
vec2 tmpvar_5;
tmpvar_5 = (IN.uv_MainTex + offset);
IN.uv_MainTex = tmpvar_5;
vec2 tmpvar_6;
tmpvar_6 = (IN.uv_BumpMap + offset);
IN.uv_BumpMap = tmpvar_6;
vec2 tmpvar_7;
tmpvar_7 = (IN.uv_Illum + offset);
IN.uv_Illum = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_9;
tmpvar_9 = tmpvar_8;
tex = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = (tex * _Color);
c = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = c.xyz;
o.Albedo = tmpvar_11;
float tmpvar_12;
tmpvar_12 = tex.w;
o.Gloss = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = texture2D (_Illum, IN.uv_Illum);
vec3 tmpvar_14;
tmpvar_14 = (c.xyz * tmpvar_13.w);
o.Emission = tmpvar_14;
float tmpvar_15;
tmpvar_15 = _Shininess;
o.Specular = tmpvar_15;
float tmpvar_16;
tmpvar_16 = c.w;
o.Alpha = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = texture2D (_BumpMap, IN.uv_BumpMap);
vec4 tmpvar_18;
tmpvar_18 = UnpackNormal (tmpvar_17);
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18.xyz;
vec3 tmpvar_20;
tmpvar_20 = tmpvar_19;
o.Normal = tmpvar_20;
}
vec4 LightingBlinnPhong (
in SurfaceOutput s,
in vec3 lightDir,
in vec3 viewDir,
in float atten
)
{
vec4 c;
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 = max (0.0, tmpvar_3);
float tmpvar_5;
tmpvar_5 = tmpvar_4;
diff = tmpvar_5;
float tmpvar_6;
tmpvar_6 = dot (s.Normal, h);
float tmpvar_7;
tmpvar_7 = max (0.0, tmpvar_6);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
nh = tmpvar_8;
float tmpvar_9;
tmpvar_9 = pow (nh, (s.Specular * 128.0));
float tmpvar_10;
tmpvar_10 = (tmpvar_9 * s.Gloss);
spec = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
c.xyz = tmpvar_11.xyz.xyz;
float tmpvar_12;
tmpvar_12 = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
c.w = vec4(tmpvar_12).w;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 c;
vec3 lightDir;
SurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_MainTex = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = IN.hip_pack0.zw;
surfIN.uv_BumpMap = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = IN.viewDir;
surfIN.viewDir = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Specular = tmpvar_6;
float tmpvar_7;
tmpvar_7 = 0.0;
o.Alpha = tmpvar_7;
float tmpvar_8;
tmpvar_8 = 0.0;
o.Gloss = tmpvar_8;
surf (surfIN, o);
vec3 tmpvar_9;
tmpvar_9 = IN.lightDir;
lightDir = tmpvar_9;
vec3 tmpvar_10;
tmpvar_10 = normalize (lightDir);
vec3 tmpvar_11;
tmpvar_11 = tmpvar_10;
lightDir = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = IN.viewDir.xyz;
vec3 tmpvar_13;
tmpvar_13 = normalize (tmpvar_12);
float tmpvar_14;
tmpvar_14 = dot (IN._LightCoord, IN._LightCoord);
vec2 tmpvar_15;
tmpvar_15 = vec2(tmpvar_14);
vec2 tmpvar_16;
tmpvar_16 = tmpvar_15.xy;
vec4 tmpvar_17;
tmpvar_17 = texture2D (_LightTextureB0, tmpvar_16);
vec4 tmpvar_18;
tmpvar_18 = textureCube (_LightTexture0, IN._LightCoord);
vec4 tmpvar_19;
tmpvar_19 = LightingBlinnPhong (o, lightDir, tmpvar_13, (tmpvar_17.w * tmpvar_18.w));
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
c = tmpvar_20;
float tmpvar_21;
tmpvar_21 = 0.0;
c.w = vec4(tmpvar_21).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;
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[0].xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_IN.hip_pack0 = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.viewDir = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = gl_TexCoord[2].xyz;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN.lightDir = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = gl_TexCoord[3].xyz;
vec3 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_IN._LightCoord = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = frag_surf (xlt_IN);
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xl_retval = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = xl_retval.xyzw;
vec4 tmpvar_14;
tmpvar_14 = tmpvar_13;
gl_FragData[0] = tmpvar_14;
}