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

151 lines
3.1 KiB
Text

struct v2f {
vec4 pos;
vec4 color;
};
struct appdata {
vec4 vertex;
vec3 normal;
};
varying vec4 xlv_TEXCOORD0;
uniform vec4 unity_LightPosition[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightAtten[4];
uniform mat4 UNITY_MATRIX_MVP;
uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_IT_MV;
mat3 xll_constructMat3 (
in mat4 m
)
{
vec3 tmpvar_1;
tmpvar_1 = m[0].xyz;
vec3 tmpvar_2;
tmpvar_2 = m[1].xyz;
vec3 tmpvar_3;
tmpvar_3 = m[2].xyz;
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;
}
vec3 ShadeMyVertexLights (
in vec4 vertex,
in vec3 normal
)
{
float diff;
float atten;
float lengthSq;
vec3 toLight;
int i;
vec3 lightColor;
vec3 viewN;
vec3 viewpos;
vec3 tmpvar_1;
tmpvar_1 = vec3(0.0, 0.0, 0.0);
lightColor = tmpvar_1;
int tmpvar_2;
tmpvar_2 = 0;
i = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = (UNITY_MATRIX_MV * vertex).xyz;
viewpos = tmpvar_3;
mat3 tmpvar_4;
tmpvar_4 = (xll_constructMat3 (UNITY_MATRIX_IT_MV));
vec3 tmpvar_5;
tmpvar_5 = (tmpvar_4 * normal);
viewN = tmpvar_5;
while (true) {
if (!((i < 2))) {
break;
};
vec3 tmpvar_6;
tmpvar_6 = (unity_LightPosition[i].xyz - viewpos.xyz);
toLight = tmpvar_6;
float tmpvar_7;
tmpvar_7 = dot (toLight, toLight);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
lengthSq = tmpvar_8;
float tmpvar_9;
tmpvar_9 = (1.0 / (1.0 + (lengthSq * unity_LightAtten[i].z)));
atten = tmpvar_9;
vec3 tmpvar_10;
tmpvar_10 = normalize (toLight);
float tmpvar_11;
tmpvar_11 = dot (viewN, tmpvar_10);
float tmpvar_12;
tmpvar_12 = max (0.0, tmpvar_11);
float tmpvar_13;
tmpvar_13 = tmpvar_12;
diff = tmpvar_13;
vec3 tmpvar_14;
tmpvar_14 = (lightColor + (unity_LightColor[i].xyz * (diff * atten)));
lightColor = tmpvar_14;
int _post_incdec_tmp;
_post_incdec_tmp = i;
int tmpvar_15;
tmpvar_15 = (i + 1);
i = tmpvar_15;
};
return (lightColor * 2.0);
}
v2f xlat_main (
in appdata v
)
{
v2f o;
vec4 tmpvar_1;
tmpvar_1 = (UNITY_MATRIX_MVP * v.vertex);
o.pos = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = ShadeMyVertexLights (v.vertex, v.normal);
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = tmpvar_2.xyz;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
o.color = tmpvar_4;
return o;
}
void main ()
{
appdata xlt_v;
v2f xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = gl_Normal.xyz;
vec3 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.normal = tmpvar_4;
v2f tmpvar_5;
tmpvar_5 = xlat_main (xlt_v);
v2f tmpvar_6;
tmpvar_6 = tmpvar_5;
xl_retval = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = xl_retval.pos.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
gl_Position = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = xl_retval.color.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlv_TEXCOORD0 = tmpvar_10;
}