bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Specular2-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

293 lines
5.6 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 hip_screen;
vec3 hip_lmapFade;
};
varying vec4 xlv_FOG;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
uniform vec4 _Color;
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;
}
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec4 tex;
vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
tex = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = (tex.xyz * _Color.xyz);
o.Albedo = tmpvar_3;
float tmpvar_4;
tmpvar_4 = tex.w;
o.Gloss = tmpvar_4;
float tmpvar_5;
tmpvar_5 = (tex.w * _Color.w);
o.Alpha = tmpvar_5;
float tmpvar_6;
tmpvar_6 = _Shininess;
o.Specular = tmpvar_6;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s,
in vec4 light
)
{
vec4 c;
float spec;
float tmpvar_1;
tmpvar_1 = (light.w * s.Gloss);
spec = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
c.xyz = tmpvar_2.xyz.xyz;
float tmpvar_3;
tmpvar_3 = (s.Alpha + (spec * _SpecColor.w));
c.w = vec4(tmpvar_3).w;
return c;
}
vec3 DecodeLightmap (
in vec4 color
)
{
return (2.0 * color.xyz);
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 col;
vec3 lm;
vec3 lmIndirect;
vec3 lmFull;
vec4 light;
SurfaceOutput o;
Input surfIN;
vec2 tmpvar_1;
tmpvar_1 = IN.hip_pack0.xy;
surfIN.uv_MainTex = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_3;
float tmpvar_4;
tmpvar_4 = 0.0;
o.Specular = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Alpha = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Gloss = tmpvar_6;
surf (surfIN, o);
vec4 tmpvar_7;
tmpvar_7 = texture2DProj (_LightBuffer, IN.hip_screen);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
light = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = log2 (light);
vec4 tmpvar_10;
tmpvar_10 = -(tmpvar_9);
light = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = texture2D (unity_Lightmap, IN.hip_lmapFade.xy);
vec3 tmpvar_12;
tmpvar_12 = DecodeLightmap (tmpvar_11);
vec3 tmpvar_13;
tmpvar_13 = tmpvar_12;
lmFull = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = texture2D (unity_LightmapInd, IN.hip_lmapFade.xy);
vec3 tmpvar_15;
tmpvar_15 = DecodeLightmap (tmpvar_14);
vec3 tmpvar_16;
tmpvar_16 = tmpvar_15;
lmIndirect = tmpvar_16;
float tmpvar_17;
tmpvar_17 = xll_saturate (IN.hip_lmapFade.z);
vec3 tmpvar_18;
tmpvar_18 = vec3(tmpvar_17);
vec3 tmpvar_19;
tmpvar_19 = mix (lmIndirect, lmFull, tmpvar_18);
vec3 tmpvar_20;
tmpvar_20 = tmpvar_19;
lm = tmpvar_20;
vec3 tmpvar_21;
tmpvar_21 = (light.xyz + lm);
light.xyz = tmpvar_21.xyz.xyz;
vec4 tmpvar_22;
tmpvar_22 = LightingBlinnPhong_PrePass (o, light);
vec4 tmpvar_23;
tmpvar_23 = tmpvar_22;
col = tmpvar_23;
return col;
}
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_TexCoord[1].xyzw;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.hip_screen = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = gl_TexCoord[2].xyz;
vec3 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_IN.hip_lmapFade = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = frag_surf (xlt_IN);
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xl_retval = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = xl_retval.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
gl_FragData[0] = tmpvar_12;
}