bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Surface_DecalAddBump3-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

306 lines
6.5 KiB
Text

struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 lightDir;
vec3 vlight;
vec4 _ShadowCoord;
};
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 vec4 _WorldSpaceLightPos0;
uniform mat4 _World2Object;
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _Decal_ST;
uniform vec4 _DecalBump_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;
}
vec3 ObjSpaceLightDir (
in vec4 v
)
{
vec3 objSpaceLightPos;
vec3 tmpvar_1;
tmpvar_1 = (_World2Object * _WorldSpaceLightPos0).xyz;
objSpaceLightPos = tmpvar_1;
return objSpaceLightPos.xyz;
}
vec4 ComputeScreenPos (
in vec4 pos
)
{
vec4 o;
vec4 tmpvar_1;
tmpvar_1 = (pos * 0.5);
o = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2.x = o.x;
tmpvar_2.y = (o.y * _ProjectionParams.x);
vec2 tmpvar_3;
tmpvar_3 = (tmpvar_2 + o.w);
o.xy = tmpvar_3.xy.xy;
vec2 tmpvar_4;
tmpvar_4 = pos.zw;
o.zw = tmpvar_4.xxxy.zw;
return o;
}
v2f_surf vert_surf (
in appdata_full v
)
{
vec3 shlight;
mat3 rotation;
vec3 binormal;
vec3 worldN;
v2f_surf o;
PositionFog (v.vertex, o.pos, o.fog);
vec2 tmpvar_1;
tmpvar_1 = ((v.texcoord.xy * _Decal_ST.xy) + _Decal_ST.zw);
o.hip_pack0.xy = tmpvar_1.xy.xy;
vec2 tmpvar_2;
tmpvar_2 = ((v.texcoord.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
o.hip_pack0.zw = tmpvar_2.xxxy.zw;
mat3 tmpvar_3;
tmpvar_3 = (xll_constructMat3 (_Object2World));
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * (v.normal * unity_Scale.w));
worldN = tmpvar_4;
vec3 tmpvar_5;
tmpvar_5 = cross (v.normal, v.tangent.xyz);
vec3 tmpvar_6;
tmpvar_6 = (tmpvar_5 * v.tangent.w);
binormal = tmpvar_6;
mat3 tmpvar_7;
float tmpvar_8;
tmpvar_8 = v.tangent.x;
tmpvar_7[0].x = tmpvar_8;
float tmpvar_9;
tmpvar_9 = binormal.x;
tmpvar_7[0].y = tmpvar_9;
float tmpvar_10;
tmpvar_10 = v.normal.x;
tmpvar_7[0].z = tmpvar_10;
float tmpvar_11;
tmpvar_11 = v.tangent.y;
tmpvar_7[1].x = tmpvar_11;
float tmpvar_12;
tmpvar_12 = binormal.y;
tmpvar_7[1].y = tmpvar_12;
float tmpvar_13;
tmpvar_13 = v.normal.y;
tmpvar_7[1].z = tmpvar_13;
float tmpvar_14;
tmpvar_14 = v.tangent.z;
tmpvar_7[2].x = tmpvar_14;
float tmpvar_15;
tmpvar_15 = binormal.z;
tmpvar_7[2].y = tmpvar_15;
float tmpvar_16;
tmpvar_16 = v.normal.z;
tmpvar_7[2].z = tmpvar_16;
mat3 tmpvar_17;
tmpvar_17 = (tmpvar_7);
rotation = (tmpvar_17);
vec3 tmpvar_18;
tmpvar_18 = ObjSpaceLightDir (v.vertex);
vec3 tmpvar_19;
tmpvar_19 = (rotation * tmpvar_18);
o.lightDir = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.w = 1.0;
tmpvar_20.xyz = worldN.xyz;
vec3 tmpvar_21;
tmpvar_21 = ShadeSH9 (tmpvar_20);
vec3 tmpvar_22;
tmpvar_22 = tmpvar_21;
shlight = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = shlight;
o.vlight = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24 = ComputeScreenPos (o.pos);
vec4 tmpvar_25;
tmpvar_25 = tmpvar_24;
o._ShadowCoord = tmpvar_25;
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 = xl_retval.hip_pack0.xyzw;
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.lightDir.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;
vec4 tmpvar_25;
tmpvar_25 = xl_retval._ShadowCoord.xyzw;
vec4 tmpvar_26;
tmpvar_26 = tmpvar_25;
gl_TexCoord[3] = tmpvar_26;
}