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

194 lines
4 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;
vec3 normal;
vec3 lightDir;
vec3 viewDir;
vec2 _LightCoord;
};
varying vec4 xlv_FOG;
uniform vec4 _SpecColor;
uniform float _Shininess;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform vec4 _LightColor0;
uniform vec4 _Color;
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 (
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;
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;
vec3 tmpvar_7;
tmpvar_7 = IN.normal;
o.Normal = tmpvar_7;
surf (surfIN, o);
vec3 tmpvar_8;
tmpvar_8 = IN.lightDir;
lightDir = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = IN.viewDir.xyz;
vec3 tmpvar_10;
tmpvar_10 = normalize (tmpvar_9);
vec4 tmpvar_11;
tmpvar_11 = texture2D (_LightTexture0, IN._LightCoord);
vec4 tmpvar_12;
tmpvar_12 = LightingBlinnPhong (o, lightDir, tmpvar_10, (tmpvar_11.w * 1.0));
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
c = tmpvar_13;
float tmpvar_14;
tmpvar_14 = o.Alpha;
c.w = vec4(tmpvar_14).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;
vec3 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.normal = 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.viewDir = tmpvar_10;
vec2 tmpvar_11;
tmpvar_11 = gl_TexCoord[4].xy;
vec2 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;
}