bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_TerrainEngine_Details_BillboardWavingDoublePass2-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

292 lines
6.5 KiB
Text

struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f_surf {
vec4 pos;
vec2 hip_pack0;
vec4 lop_color;
};
attribute vec4 TANGENT;
uniform vec4 unity_LightShadowBias;
uniform vec4 _WavingTint;
uniform vec4 _WaveAndDistance;
uniform vec4 _MainTex_ST;
uniform vec3 _CameraUp;
uniform vec3 _CameraRight;
uniform vec4 _CameraPosition;
void FastSinCos (
in vec4 val,
out vec4 s,
out vec4 c
)
{
vec4 cos8;
vec4 sin7;
vec4 r3;
vec4 r2;
vec4 r1;
vec4 r8;
vec4 r7;
vec4 r6;
vec4 r5;
vec4 tmpvar_1;
tmpvar_1 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
sin7 = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
cos8 = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = ((val * 6.40885) - 3.14159);
val = tmpvar_3;
vec4 tmpvar_4;
tmpvar_4 = (val * val);
r5 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (r5 * r5);
r6 = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = (r6 * r5);
r7 = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = (r6 * r5);
r8 = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (r5 * val);
r1 = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = (r1 * r5);
r2 = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = (r2 * r5);
r3 = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11 = (((val + (r1 * sin7.y)) + (r2 * sin7.z)) + (r3 * sin7.w));
s = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = ((((1.0 + (r5 * cos8.x)) + (r6 * cos8.y)) + (r7 * cos8.z)) + (r8 * cos8.w));
c = tmpvar_12;
}
void TerrainWaveGrass (
inout vec4 vertex,
in float waveAmount,
in vec3 color,
out vec4 outColor
)
{
vec3 waveColor;
vec3 waveMove;
float lighting;
vec4 c;
vec4 s;
vec4 waves;
vec4 _waveZmove;
vec4 _waveXmove;
vec4 waveSpeed;
vec4 _waveZSize;
vec4 _waveXSize;
vec4 tmpvar_1;
tmpvar_1 = vec4(1.2, 2.0, 1.6, 4.8);
waveSpeed = tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = vec4(0.024, 0.04, -0.12, 0.096);
_waveXmove = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = vec4(0.006, 0.02, -0.02, 0.1);
_waveZmove = tmpvar_3;
vec3 tmpvar_4;
tmpvar_4 = vec3(0.0, 0.0, 0.0);
waveMove = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
_waveXSize = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
_waveZSize = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = (vertex.x * _waveXSize);
waves = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8 = (waves + (vertex.z * _waveZSize));
waves = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = (waves + (_WaveAndDistance.x * waveSpeed));
waves = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = fract (waves);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
waves = tmpvar_11;
FastSinCos (waves, s, c);
vec4 tmpvar_12;
tmpvar_12 = (s * s);
s = tmpvar_12;
vec4 tmpvar_13;
tmpvar_13 = (s * s);
s = tmpvar_13;
vec4 tmpvar_14;
tmpvar_14 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
float tmpvar_15;
tmpvar_15 = dot (s, tmpvar_14);
float tmpvar_16;
tmpvar_16 = (tmpvar_15 * 0.7);
lighting = tmpvar_16;
vec4 tmpvar_17;
tmpvar_17 = (s * waveAmount);
s = tmpvar_17;
float tmpvar_18;
tmpvar_18 = dot (s, _waveXmove);
float tmpvar_19;
tmpvar_19 = tmpvar_18;
waveMove.x = tmpvar_19;
float tmpvar_20;
tmpvar_20 = dot (s, _waveZmove);
float tmpvar_21;
tmpvar_21 = tmpvar_20;
waveMove.z = vec3(tmpvar_21).z;
vec2 tmpvar_22;
tmpvar_22 = (vertex.xz - (waveMove.xz * _WaveAndDistance.z));
vertex.xz = tmpvar_22.xxy.xz;
vec3 tmpvar_23;
tmpvar_23 = vec3(lighting);
vec3 tmpvar_24;
tmpvar_24 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_23);
vec3 tmpvar_25;
tmpvar_25 = tmpvar_24;
waveColor = tmpvar_25;
vec3 tmpvar_26;
tmpvar_26 = ((color * waveColor) * 2.0);
outColor.xyz = tmpvar_26.xyz.xyz;
float tmpvar_27;
tmpvar_27 = 1.0;
outColor.w = vec4(tmpvar_27).w;
}
void TerrainBillboardGrass (
inout vec4 pos,
in vec2 offset
)
{
vec3 grasspos;
vec3 tmpvar_1;
tmpvar_1 = (pos.xyz - _CameraPosition.xyz);
grasspos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = dot (grasspos, grasspos);
if ((tmpvar_2 > _WaveAndDistance.w)) {
vec2 tmpvar_3;
tmpvar_3 = vec2(0.0, 0.0);
offset = tmpvar_3;
};
vec3 tmpvar_4;
tmpvar_4 = (pos.xyz + (offset.x * _CameraRight.xyz));
pos.xyz = tmpvar_4.xyz.xyz;
vec3 tmpvar_5;
tmpvar_5 = (pos.xyz + (offset.y * _CameraUp.xyz));
pos.xyz = tmpvar_5.xyz.xyz;
}
void vert (
inout appdata_full v
)
{
vec4 color;
float waveAmount;
TerrainBillboardGrass (v.vertex, v.tangent.xy);
float tmpvar_1;
tmpvar_1 = v.tangent.y;
waveAmount = tmpvar_1;
TerrainWaveGrass (v.vertex, waveAmount, v.color.xyz, color);
vec4 tmpvar_2;
tmpvar_2 = color;
v.color = tmpvar_2;
}
v2f_surf vert_surf (
in appdata_full v
)
{
v2f_surf o;
vert (v);
vec2 tmpvar_1;
tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
o.hip_pack0 = tmpvar_1.xy.xy;
vec4 tmpvar_2;
tmpvar_2 = v.color;
o.lop_color = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = (gl_ModelViewProjectionMatrix * v.vertex);
o.pos = tmpvar_3;
float tmpvar_4;
tmpvar_4 = (o.pos.z + unity_LightShadowBias.x);
o.pos.z = vec3(tmpvar_4).z;
if ((o.pos.z < -(o.pos.w))) {
float tmpvar_5;
tmpvar_5 = -(o.pos.w);
o.pos.z = vec3(tmpvar_5).z;
};
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.zw = vec2(0.0, 0.0);
tmpvar_17.xy = xl_retval.hip_pack0.xy;
vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
gl_TexCoord[1] = tmpvar_18;
vec4 tmpvar_19;
tmpvar_19 = xl_retval.lop_color.xyzw;
vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
gl_FrontColor = tmpvar_20;
}