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

218 lines
4.5 KiB
Text

struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 vlight;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
varying vec4 xlv_FOG;
attribute vec4 TANGENT;
uniform vec4 unity_Scale;
uniform vec4 unity_SHC;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
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 ShadeSH9 (
in vec4 normal
)
{
vec3 x3;
float vC;
vec3 x2;
vec4 vB;
vec3 x1;
float tmpvar_1;
tmpvar_1 = dot (unity_SHAr, normal);
float tmpvar_2;
tmpvar_2 = tmpvar_1;
x1.x = tmpvar_2;
float tmpvar_3;
tmpvar_3 = dot (unity_SHAg, normal);
float tmpvar_4;
tmpvar_4 = tmpvar_3;
x1.y = vec2(tmpvar_4).y;
float tmpvar_5;
tmpvar_5 = dot (unity_SHAb, normal);
float tmpvar_6;
tmpvar_6 = tmpvar_5;
x1.z = vec3(tmpvar_6).z;
vec4 tmpvar_7;
tmpvar_7 = (normal.xyzz * normal.yzzx);
vB = tmpvar_7;
float tmpvar_8;
tmpvar_8 = dot (unity_SHBr, vB);
float tmpvar_9;
tmpvar_9 = tmpvar_8;
x2.x = tmpvar_9;
float tmpvar_10;
tmpvar_10 = dot (unity_SHBg, vB);
float tmpvar_11;
tmpvar_11 = tmpvar_10;
x2.y = vec2(tmpvar_11).y;
float tmpvar_12;
tmpvar_12 = dot (unity_SHBb, vB);
float tmpvar_13;
tmpvar_13 = tmpvar_12;
x2.z = vec3(tmpvar_13).z;
float tmpvar_14;
tmpvar_14 = ((normal.x * normal.x) - (normal.y * normal.y));
vC = tmpvar_14;
vec3 tmpvar_15;
tmpvar_15 = (unity_SHC.xyz * vC);
x3 = tmpvar_15;
return ((x1 + x2) + x3);
}
void PositionFog (
in vec4 v,
out vec4 pos,
out float fog
)
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * v);
pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = pos.z;
fog = tmpvar_2;
}
v2f_surf vert_surf (
in appdata_full v
)
{
vec3 shlight;
vec3 worldN;
v2f_surf o;
PositionFog (v.vertex, o.pos, o.fog);
vec2 tmpvar_1;
tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o.hip_pack0 = tmpvar_1.xy.xy;
mat3 tmpvar_2;
tmpvar_2 = (xll_constructMat3 (_Object2World));
vec3 tmpvar_3;
tmpvar_3 = (tmpvar_2 * (v.normal * unity_Scale.w));
worldN = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = worldN;
o.normal = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.w = 1.0;
tmpvar_5.xyz = worldN.xyz;
vec3 tmpvar_6;
tmpvar_6 = ShadeSH9 (tmpvar_5);
vec3 tmpvar_7;
tmpvar_7 = tmpvar_6;
shlight = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = shlight;
o.vlight = tmpvar_8;
return o;
}
void main ()
{
appdata_full xlt_v;
v2f_surf xl_retval;
vec4 tmpvar_1;
tmpvar_1 = gl_Vertex.xyzw;
vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
xlt_v.vertex = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = TANGENT.xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_v.tangent = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = gl_Normal.xyz;
vec3 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_v.normal = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = gl_MultiTexCoord0.xyzw;
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xlt_v.texcoord = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = gl_MultiTexCoord1.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
xlt_v.texcoord1 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = gl_Color.xyzw;
vec4 tmpvar_12;
tmpvar_12 = tmpvar_11;
xlt_v.color = tmpvar_12;
v2f_surf tmpvar_13;
tmpvar_13 = vert_surf (xlt_v);
v2f_surf tmpvar_14;
tmpvar_14 = tmpvar_13;
xl_retval = tmpvar_14;
vec4 tmpvar_15;
tmpvar_15 = xl_retval.pos.xyzw;
vec4 tmpvar_16;
tmpvar_16 = tmpvar_15;
gl_Position = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_17.x = xl_retval.fog;
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
xlv_FOG = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = xl_retval.hip_pack0.xy;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_TexCoord[0] = tmpvar_20;
vec4 tmpvar_21;
tmpvar_21.w = 0.0;
tmpvar_21.xyz = xl_retval.normal.xyz;
vec4 tmpvar_22;
tmpvar_22 = tmpvar_21;
gl_TexCoord[1] = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = xl_retval.vlight.xyz;
vec4 tmpvar_24;
tmpvar_24 = tmpvar_23;
gl_TexCoord[2] = tmpvar_24;
}