Updated glsl-optimizer.

This commit is contained in:
Branimir Karadžić 2016-07-09 20:03:47 -07:00
parent 77033fe74e
commit d3221c3404
12 changed files with 1226 additions and 6 deletions

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@ -1,6 +1,23 @@
GLSL optimizer Change Log
=========================
2016 06
-------
Fixed:
* Fixed Metal translation in some cases having wrong precision on constants or constant arrays.
2016 05
-------
Fixed:
* Fixed Metal translation in some cases having wrong precision on struct members.
* Fixed Metal translation in some cases emitting struct declarations vs. constant initializers in wrong order.
2016 03
-------

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@ -3042,6 +3042,12 @@ process_initializer(ir_variable *var, ast_declaration *decl,
ir_dereference *const lhs = new(state) ir_dereference_variable(var);
ir_rvalue *rhs = decl->initializer->hir(initializer_instructions, state);
/* Propagate precision qualifier for constant value */
if (type->qualifier.flags.q.constant) {
ir_constant *constant_value = rhs->constant_expression_value();
constant_value->set_precision((glsl_precision)type->qualifier.precision);
}
/* Calculate the constant value if this is a const or uniform
* declaration.
*/

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@ -647,8 +647,8 @@ ir_constant::ir_constant()
}
ir_constant::ir_constant(const struct glsl_type *type,
const ir_constant_data *data)
: ir_rvalue(ir_type_constant, glsl_precision_undefined)
const ir_constant_data *data, glsl_precision precision)
: ir_rvalue(ir_type_constant, precision)
{
assert((type->base_type >= GLSL_TYPE_UINT)
&& (type->base_type <= GLSL_TYPE_BOOL));

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@ -2161,7 +2161,7 @@ union ir_constant_data {
class ir_constant : public ir_rvalue {
public:
ir_constant(const struct glsl_type *type, const ir_constant_data *data);
ir_constant(const struct glsl_type *type, const ir_constant_data *data, glsl_precision precision = glsl_precision_undefined);
ir_constant(bool b, unsigned vector_elements=1);
ir_constant(unsigned int u, unsigned vector_elements=1);
ir_constant(int i, unsigned vector_elements=1);

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@ -330,7 +330,7 @@ ir_constant::clone(void *mem_ctx, struct hash_table *ht) const
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_BOOL:
return new(mem_ctx) ir_constant(this->type, &this->value);
return new(mem_ctx) ir_constant(this->type, &this->value, this->precision);
case GLSL_TYPE_STRUCT: {
ir_constant *c = new(mem_ctx) ir_constant;
@ -351,6 +351,7 @@ ir_constant::clone(void *mem_ctx, struct hash_table *ht) const
ir_constant *c = new(mem_ctx) ir_constant;
c->type = this->type;
c->set_precision(this->get_precision());
c->array_elements = ralloc_array(c, ir_constant *, this->type->length);
for (unsigned i = 0; i < this->type->length; i++) {
c->array_elements[i] = this->array_elements[i]->clone(mem_ctx, NULL);

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@ -99,6 +99,7 @@ struct metal_print_context
, inoutStr(ralloc_strdup(buffer, ""))
, uniformStr(ralloc_strdup(buffer, ""))
, paramsStr(ralloc_strdup(buffer, ""))
, typedeclStr(ralloc_strdup(buffer, ""))
, writingParams(false)
, matrixCastsDone(false)
, matrixConstructorsDone(false)
@ -117,6 +118,7 @@ struct metal_print_context
string_buffer inoutStr;
string_buffer uniformStr;
string_buffer paramsStr;
string_buffer typedeclStr;
bool writingParams;
bool matrixCastsDone;
bool matrixConstructorsDone;
@ -267,7 +269,10 @@ _mesa_print_ir_metal(exec_list *instructions,
if (var->data.mode == ir_var_shader_inout)
strOut = &ctx.inoutStr;
}
if (ir->ir_type == ir_type_typedecl) {
strOut = &ctx.typedeclStr;
}
ir_print_metal_visitor v (ctx, *strOut, &gtracker, mode, state);
v.loopstate = ls;
@ -293,6 +298,8 @@ _mesa_print_ir_metal(exec_list *instructions,
ctx.uniformStr.asprintf_append("};\n");
// emit global array/struct constants
ctx.prefixStr.asprintf_append("%s", ctx.typedeclStr.c_str());
foreach_in_list_safe(gconst_entry_metal, node, &gtracker.global_constants)
{
ir_constant* c = node->ir;
@ -1968,7 +1975,7 @@ ir_print_metal_visitor::visit(ir_typedecl_statement *ir)
buffer.asprintf_append (" ");
//if (state->es_shader)
// buffer.asprintf_append ("%s", get_precision_string(s->fields.structure[j].precision)); //@TODO
print_type(buffer, ir, s->fields.structure[j].type, false);
print_type_precision(buffer, s->fields.structure[j].type, s->fields.structure[j].precision, false);
buffer.asprintf_append (" %s", s->fields.structure[j].name);
print_type_post(buffer, s->fields.structure[j].type, false);
buffer.asprintf_append (";\n");

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@ -0,0 +1,40 @@
#version 300 es
#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[1];
struct v2f {
highp vec4 pos;
mediump vec2 uv;
};
struct u2v {
highp vec4 vertex;
mediump vec2 texcoord;
};
const mediump vec3[3] ha = vec3[3]( vec3( 1.0, 2.0, 3.0), vec3( 4.0, 5.0, 6.0), vec3( 7.0, 8.0, 9.0));
const highp vec3[3] fa = vec3[3]( vec3( 11.0, 12.0, 13.0), vec3( 14.0, 15.0, 16.0), vec3( 17.0, 18.0, 19.0));
mediump vec4 frag( in v2f i ) {
mediump vec3 h = vec3( 0.0);
highp vec3 f = vec3( 0.0);
highp vec3 p = vec3( i.uv.xy, 1.0);
highp int j = 0;
for ( ; (j < int((i.uv.x * 3.0))); (j++)) {
h += ha[j];
f += fa[j];
f += (p * ha[0]);
}
return vec4( h.xy, f.xy);
}
in mediump vec2 xlv_TEXCOORD0;
void main() {
mediump vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2(xlv_TEXCOORD0);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4(xl_retval);
}

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@ -0,0 +1,33 @@
#version 300 es
layout(location=0) out mediump vec4 _glesFragData[1];
in mediump vec2 xlv_TEXCOORD0;
void main ()
{
mediump vec4 tmpvar_1;
mediump vec2 tmpvar_2;
tmpvar_2 = xlv_TEXCOORD0;
highp vec3 p_4;
highp vec3 f_5;
mediump vec3 h_6;
h_6 = vec3(0.0, 0.0, 0.0);
f_5 = vec3(0.0, 0.0, 0.0);
mediump vec3 tmpvar_7;
tmpvar_7.z = 1.0;
tmpvar_7.xy = xlv_TEXCOORD0;
p_4 = tmpvar_7;
for (highp int j_3 = 0; j_3 < int((tmpvar_2.x * 3.0)); j_3++) {
h_6 = (h_6 + vec3[3](vec3(1.0, 2.0, 3.0), vec3(4.0, 5.0, 6.0), vec3(7.0, 8.0, 9.0))[j_3]);
f_5 = (f_5 + vec3[3](vec3(11.0, 12.0, 13.0), vec3(14.0, 15.0, 16.0), vec3(17.0, 18.0, 19.0))[j_3]);
f_5 = (f_5 + (p_4 * vec3(1.0, 2.0, 3.0)));
};
highp vec4 tmpvar_8;
tmpvar_8.xy = h_6.xy;
tmpvar_8.zw = f_5.xy;
tmpvar_1 = tmpvar_8;
_glesFragData[0] = tmpvar_1;
}
// stats: 12 alu 0 tex 2 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]

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@ -0,0 +1,45 @@
#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
constant half3 _xlat_mtl_const1[3] = {float3(1.0, 2.0, 3.0), float3(4.0, 5.0, 6.0), float3(7.0, 8.0, 9.0)};
constant float3 _xlat_mtl_const2[3] = {float3(11.0, 12.0, 13.0), float3(14.0, 15.0, 16.0), float3(17.0, 18.0, 19.0)};
struct xlatMtlShaderInput {
half2 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
half4 _glesFragData_0 [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 tmpvar_1;
half2 tmpvar_2;
tmpvar_2 = _mtl_i.xlv_TEXCOORD0;
float3 p_4;
float3 f_5;
half3 h_6;
h_6 = half3(float3(0.0, 0.0, 0.0));
f_5 = float3(0.0, 0.0, 0.0);
half3 tmpvar_7;
tmpvar_7.z = half(1.0);
tmpvar_7.xy = _mtl_i.xlv_TEXCOORD0;
p_4 = float3(tmpvar_7);
for (int j_3 = 0; j_3 < short((tmpvar_2.x * (half)3.0)); j_3++) {
h_6 = (h_6 + _xlat_mtl_const1[j_3]);
f_5 = (f_5 + _xlat_mtl_const2[j_3]);
f_5 = (f_5 + (p_4 * float3(1.0, 2.0, 3.0)));
};
float4 tmpvar_8;
tmpvar_8.xy = float2(h_6.xy);
tmpvar_8.zw = f_5.xy;
tmpvar_1 = half4(tmpvar_8);
_mtl_o._glesFragData_0 = tmpvar_1;
return _mtl_o;
}
// stats: 12 alu 0 tex 2 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]

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@ -0,0 +1,685 @@
#version 300 es
vec4 xll_texCUBElod(samplerCube s, vec4 coord) {
return textureLod( s, coord.xyz, coord.w);
}
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
float xll_saturate_f( float x) {
return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
struct v2f_vertex_lit {
highp vec2 uv;
lowp vec4 diff;
lowp vec4 spec;
};
struct v2f_img {
highp vec4 pos;
mediump vec2 uv;
};
struct appdata_img {
highp vec4 vertex;
mediump vec2 texcoord;
};
struct Unity_GlossyEnvironmentData {
mediump float roughness;
mediump vec3 reflUVW;
};
struct UnityLight {
mediump vec3 color;
mediump vec3 dir;
mediump float ndotl;
};
struct UnityIndirect {
mediump vec3 diffuse;
mediump vec3 specular;
};
struct UnityGI {
UnityLight light;
UnityIndirect indirect;
};
struct UnityGIInput {
UnityLight light;
highp vec3 worldPos;
mediump vec3 worldViewDir;
mediump float atten;
mediump vec3 ambient;
mediump vec4 lightmapUV;
highp vec4 boxMax[2];
highp vec4 boxMin[2];
highp vec4 probePosition[2];
highp vec4 probeHDR[2];
};
struct SurfaceOutputStandard {
lowp vec3 Albedo;
lowp vec3 Normal;
mediump vec3 Emission;
mediump float Metallic;
mediump float Smoothness;
mediump float Occlusion;
lowp float Alpha;
};
struct SurfaceOutputStandardSpecular {
lowp vec3 Albedo;
lowp vec3 Specular;
lowp vec3 Normal;
mediump vec3 Emission;
mediump float Smoothness;
mediump float Occlusion;
lowp float Alpha;
};
struct VertexInput {
highp vec4 vertex;
mediump vec3 normal;
highp vec2 uv0;
highp vec2 uv1;
};
struct FragmentCommonData {
mediump vec3 diffColor;
mediump vec3 specColor;
mediump float oneMinusReflectivity;
mediump float oneMinusRoughness;
mediump vec3 normalWorld;
mediump vec3 eyeVec;
mediump vec3 posWorld;
mediump float alpha;
};
struct VertexOutputForwardBase {
highp vec4 pos;
highp vec4 tex;
mediump vec3 eyeVec;
mediump vec4 tangentToWorldAndParallax[3];
mediump vec4 ambientOrLightmapUV;
mediump vec4 _ShadowCoord;
};
struct VertexOutputForwardAdd {
highp vec4 pos;
highp vec4 tex;
mediump vec3 eyeVec;
mediump vec4 tangentToWorldAndLightDir[3];
mediump vec4 _ShadowCoord;
};
struct VertexOutputDeferred {
highp vec4 pos;
highp vec4 tex;
mediump vec3 eyeVec;
mediump vec4 tangentToWorldAndParallax[3];
mediump vec4 ambientOrLightmapUV;
};
struct VertexInput_VC {
highp vec4 vertex;
lowp vec4 color;
mediump vec3 normal;
highp vec2 uv0;
highp vec2 uv1;
};
struct VertexOutputForwardBase_VC {
highp vec4 pos;
highp vec4 tex;
mediump vec3 eyeVec;
mediump vec4 tangentToWorldAndParallax[3];
mediump vec4 ambientOrLightmapUV;
mediump vec4 _ShadowCoord;
lowp vec4 color;
};
struct VertexOutputDeferred_VC {
highp vec4 pos;
lowp vec4 color;
highp vec4 tex;
mediump vec3 eyeVec;
mediump vec4 tangentToWorldAndParallax[3];
mediump vec4 ambientOrLightmapUV;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_OrthoParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp mat4 unity_CameraProjection;
uniform highp mat4 unity_CameraInvProjection;
uniform mediump vec4 _WorldSpaceLightPos0;
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
uniform mediump vec4 unity_4LightAtten0;
uniform mediump vec4 unity_LightColor[8];
uniform highp vec4 unity_LightPosition[8];
uniform mediump vec4 unity_LightAtten[8];
uniform highp vec4 unity_SpotDirection[8];
uniform mediump vec4 unity_SHAr;
uniform mediump vec4 unity_SHAg;
uniform mediump vec4 unity_SHAb;
uniform mediump vec4 unity_SHBr;
uniform mediump vec4 unity_SHBg;
uniform mediump vec4 unity_SHBb;
uniform mediump vec4 unity_SHC;
uniform mediump vec3 unity_LightColor0;
uniform mediump vec3 unity_LightColor1;
uniform mediump vec3 unity_LightColor2;
uniform mediump vec3 unity_LightColor3;
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform mediump vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
uniform highp mat4 _World2Object;
uniform highp vec4 unity_LODFade;
uniform highp vec4 unity_WorldTransformParams;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_projection;
uniform lowp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_AmbientSky;
uniform lowp vec4 unity_AmbientEquator;
uniform lowp vec4 unity_AmbientGround;
uniform lowp vec4 unity_FogColor;
uniform highp vec4 unity_FogParams;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_DynamicLightmap;
uniform sampler2D unity_DynamicDirectionality;
uniform sampler2D unity_DynamicNormal;
uniform highp vec4 unity_LightmapST;
uniform highp vec4 unity_DynamicLightmapST;
uniform samplerCube unity_SpecCube0;
uniform samplerCube unity_SpecCube1;
uniform highp vec4 unity_SpecCube0_BoxMax;
uniform highp vec4 unity_SpecCube0_BoxMin;
uniform highp vec4 unity_SpecCube0_ProbePosition;
uniform mediump vec4 unity_SpecCube0_HDR;
uniform highp vec4 unity_SpecCube1_BoxMax;
uniform highp vec4 unity_SpecCube1_BoxMin;
uniform highp vec4 unity_SpecCube1_ProbePosition;
uniform mediump vec4 unity_SpecCube1_HDR;
uniform lowp vec4 unity_ColorSpaceGrey;
uniform lowp vec4 unity_ColorSpaceDouble;
uniform mediump vec4 unity_ColorSpaceDielectricSpec;
uniform mediump vec4 unity_ColorSpaceLuminance;
uniform mediump vec4 unity_Lightmap_HDR;
uniform mediump vec4 unity_DynamicLightmap_HDR;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
uniform sampler2D unity_NHxRoughness;
uniform mediump vec4 _Color;
uniform mediump float _Cutoff;
uniform sampler2D _MainTex;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _DetailAlbedoMap;
uniform highp vec4 _DetailAlbedoMap_ST;
uniform sampler2D _BumpMap;
uniform mediump float _BumpScale;
uniform sampler2D _DetailMask;
uniform sampler2D _DetailNormalMap;
uniform mediump float _DetailNormalMapScale;
uniform sampler2D _SpecGlossMap;
uniform sampler2D _MetallicGlossMap;
uniform mediump float _Metallic;
uniform mediump float _Glossiness;
uniform sampler2D _OcclusionMap;
uniform mediump float _OcclusionStrength;
uniform sampler2D _ParallaxMap;
uniform mediump float _Parallax;
uniform mediump float _UVSec;
uniform mediump vec4 _EmissionColor;
uniform sampler2D _EmissionMap;
uniform lowp sampler2DShadow _ShadowMapTexture;
mediump float DotClamped( in mediump vec3 a, in mediump vec3 b ) {
return max( 0.0, dot( a, b));
}
mediump float BlinnTerm( in mediump vec3 normal, in mediump vec3 halfDir ) {
return DotClamped( normal, halfDir);
}
mediump float Pow4( in mediump float x ) {
return (((x * x) * x) * x);
}
mediump vec3 FresnelLerpFast( in mediump vec3 F0, in mediump vec3 F90, in mediump float cosA ) {
mediump float t = Pow4( (1.0 - cosA));
return mix( F0, F90, vec3( t));
}
bool IsGammaSpace( ) {
return true;
}
mediump float RoughnessToSpecPower( in mediump float roughness ) {
mediump float m = max( 0.0001, (roughness * roughness));
mediump float n = ((2.0 / (m * m)) - 2.0);
n = max( n, 0.0001);
return n;
}
mediump vec3 Unity_SafeNormalize( in mediump vec3 inVec ) {
mediump float dp3 = max( 0.001, dot( inVec, inVec));
return (inVec * inversesqrt(dp3));
}
mediump vec4 BRDF2_Unity_PBS( in mediump vec3 diffColor, in mediump vec3 specColor, in mediump float oneMinusReflectivity, in mediump float oneMinusRoughness, in mediump vec3 normal, in mediump vec3 viewDir, in UnityLight light, in UnityIndirect gi ) {
mediump vec3 halfDir = Unity_SafeNormalize( (light.dir + viewDir));
mediump float nl = light.ndotl;
mediump float nh = BlinnTerm( normal, halfDir);
mediump float nv = DotClamped( normal, viewDir);
mediump float lh = DotClamped( light.dir, halfDir);
mediump float roughness = (1.0 - oneMinusRoughness);
mediump float specularPower = RoughnessToSpecPower( roughness);
mediump float invV = (((lh * lh) * oneMinusRoughness) + (roughness * roughness));
mediump float invF = lh;
mediump float specular = (((specularPower + 1.0) * pow( nh, specularPower)) / (((8.0 * invV) * invF) + 0.0001));
if (IsGammaSpace( )){
specular = sqrt(max( 0.0001, specular));
}
mediump float realRoughness = (roughness * roughness);
mediump float surfaceReduction = (( IsGammaSpace( ) ) ? ( 0.28 ) : ( (0.6 - (0.08 * roughness)) ));
surfaceReduction = (1.0 - ((realRoughness * roughness) * surfaceReduction));
mediump float grazingTerm = xll_saturate_f((oneMinusRoughness + (1.0 - oneMinusReflectivity)));
mediump vec3 color = (((((diffColor + (specular * specColor)) * light.color) * nl) + (gi.diffuse * diffColor)) + ((surfaceReduction * gi.specular) * FresnelLerpFast( specColor, vec3( grazingTerm), nv)));
return vec4( color, 1.0);
}
mediump vec3 BRDF_Unity_Indirect( in mediump vec3 baseColor, in mediump vec3 specColor, in mediump float oneMinusReflectivity, in mediump float oneMinusRoughness, in mediump vec3 normal, in mediump vec3 viewDir, in mediump float occlusion, in UnityGI gi ) {
mediump vec3 c = vec3( 0.0);
return c;
}
mediump vec3 Emission( in highp vec2 uv ) {
return vec3( 0.0);
}
void ResetUnityLight( out UnityLight outLight ) {
outLight.color = vec3( 0.0);
outLight.dir = vec3( 0.0);
outLight.ndotl = 0.0;
}
void ResetUnityGI( out UnityGI outGI ) {
ResetUnityLight( outGI.light);
outGI.indirect.diffuse = vec3( 0.0);
outGI.indirect.specular = vec3( 0.0);
}
mediump vec3 LinearToGammaSpace( in mediump vec3 linRGB ) {
linRGB = max( linRGB, vec3( 0.0, 0.0, 0.0));
return max( ((1.055 * pow( linRGB, vec3( 0.4166667))) - 0.055), vec3( 0.0));
}
mediump vec3 SHEvalLinearL0L1( in mediump vec4 normal ) {
mediump vec3 x;
x.x = dot( unity_SHAr, normal);
x.y = dot( unity_SHAg, normal);
x.z = dot( unity_SHAb, normal);
return x;
}
mediump vec3 ShadeSHPerPixel( in mediump vec3 normal, in mediump vec3 ambient ) {
mediump vec3 ambient_contrib = vec3( 0.0);
ambient_contrib = SHEvalLinearL0L1( vec4( normal, 1.0));
ambient = max( vec3( 0.0, 0.0, 0.0), (ambient + ambient_contrib));
if (IsGammaSpace( )){
ambient = LinearToGammaSpace( ambient);
}
return ambient;
}
UnityGI UnityGI_Base( in UnityGIInput data, in mediump float occlusion, in mediump vec3 normalWorld ) {
UnityGI o_gi;
ResetUnityGI( o_gi);
o_gi.light = data.light;
o_gi.light.color *= data.atten;
o_gi.indirect.diffuse = ShadeSHPerPixel( normalWorld, data.ambient);
o_gi.indirect.diffuse *= occlusion;
return o_gi;
}
UnityGI UnityGlobalIllumination( in UnityGIInput data, in mediump float occlusion, in mediump vec3 normalWorld ) {
return UnityGI_Base( data, occlusion, normalWorld);
}
mediump vec3 DecodeHDR( in mediump vec4 data, in mediump vec4 decodeInstructions ) {
return ((decodeInstructions.x * data.w) * data.xyz);
}
mediump vec3 DecodeHDR_NoLinearSupportInSM2( in mediump vec4 data, in mediump vec4 decodeInstructions ) {
return DecodeHDR( data, decodeInstructions);
}
mediump vec3 Unity_GlossyEnvironment( in samplerCube tex, in mediump vec4 hdr, in Unity_GlossyEnvironmentData glossIn ) {
mediump float roughness = glossIn.roughness;
roughness = (roughness * (1.7 - (0.7 * roughness)));
mediump float mip = (roughness * 6.0);
mediump vec4 rgbm = xll_texCUBElod( tex, vec4( glossIn.reflUVW, mip));
return DecodeHDR_NoLinearSupportInSM2( rgbm, hdr);
}
mediump vec3 UnityGI_IndirectSpecular( in UnityGIInput data, in mediump float occlusion, in mediump vec3 normalWorld, in Unity_GlossyEnvironmentData glossIn ) {
mediump vec3 specular;
mediump vec3 env0 = Unity_GlossyEnvironment( unity_SpecCube0, data.probeHDR[0], glossIn);
specular = env0;
return (specular * occlusion);
}
UnityGI UnityGlobalIllumination( in UnityGIInput data, in mediump float occlusion, in mediump vec3 normalWorld, in Unity_GlossyEnvironmentData glossIn ) {
UnityGI o_gi = UnityGI_Base( data, occlusion, normalWorld);
o_gi.indirect.specular = UnityGI_IndirectSpecular( data, occlusion, normalWorld, glossIn);
return o_gi;
}
UnityGI FragmentGI( in FragmentCommonData s, in mediump float occlusion, in mediump vec4 i_ambientOrLightmapUV, in mediump float atten, in UnityLight light, in bool reflections ) {
UnityGIInput d;
d.light = light;
d.worldPos = s.posWorld;
d.worldViewDir = (-s.eyeVec);
d.atten = atten;
d.ambient = i_ambientOrLightmapUV.xyz;
d.lightmapUV = vec4( 0.0);
d.boxMax[0] = unity_SpecCube0_BoxMax;
d.boxMin[0] = unity_SpecCube0_BoxMin;
d.probePosition[0] = unity_SpecCube0_ProbePosition;
d.probeHDR[0] = unity_SpecCube0_HDR;
d.boxMax[1] = unity_SpecCube1_BoxMax;
d.boxMin[1] = unity_SpecCube1_BoxMin;
d.probePosition[1] = unity_SpecCube1_ProbePosition;
d.probeHDR[1] = unity_SpecCube1_HDR;
if (reflections){
Unity_GlossyEnvironmentData g;
g.roughness = (1.0 - s.oneMinusRoughness);
g.reflUVW = reflect( s.eyeVec, s.normalWorld);
return UnityGlobalIllumination( d, occlusion, s.normalWorld, g);
}
else{
return UnityGlobalIllumination( d, occlusion, s.normalWorld);
}
}
UnityGI FragmentGI( in highp vec3 posWorld, in mediump float occlusion, in mediump vec4 i_ambientOrLightmapUV, in mediump float atten, in mediump float oneMinusRoughness, in mediump vec3 normalWorld, in mediump vec3 eyeVec, in UnityLight light, in bool reflections ) {
FragmentCommonData s = FragmentCommonData(vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), 0.0, 0.0, vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), 0.0);
s.oneMinusRoughness = oneMinusRoughness;
s.normalWorld = normalWorld;
s.eyeVec = eyeVec;
s.posWorld = posWorld;
return FragmentGI( s, occlusion, i_ambientOrLightmapUV, atten, light, reflections);
}
UnityGI FragmentGI( in highp vec3 posWorld, in mediump float occlusion, in mediump vec4 i_ambientOrLightmapUV, in mediump float atten, in mediump float oneMinusRoughness, in mediump vec3 normalWorld, in mediump vec3 eyeVec, in UnityLight light ) {
return FragmentGI( posWorld, occlusion, i_ambientOrLightmapUV, atten, oneMinusRoughness, normalWorld, eyeVec, light, true);
}
mediump float Alpha( in highp vec2 uv ) {
return (texture( _MainTex, uv).w * _Color.w);
}
mediump vec3 Albedo( in highp vec4 texcoords ) {
mediump vec3 albedo = (_Color.xyz * texture( _MainTex, texcoords.xy).xyz);
return albedo;
}
mediump float OneMinusReflectivityFromMetallic( in mediump float metallic ) {
mediump float oneMinusDielectricSpec = unity_ColorSpaceDielectricSpec.w;
return (oneMinusDielectricSpec - (metallic * oneMinusDielectricSpec));
}
mediump vec3 DiffuseAndSpecularFromMetallic( in mediump vec3 albedo, in mediump float metallic, out mediump vec3 specColor, out mediump float oneMinusReflectivity ) {
specColor = mix( unity_ColorSpaceDielectricSpec.xyz, albedo, vec3( metallic));
oneMinusReflectivity = OneMinusReflectivityFromMetallic( metallic);
return (albedo * oneMinusReflectivity);
}
mediump vec2 MetallicGloss( in highp vec2 uv ) {
mediump vec2 mg;
mg = vec2( _Metallic, _Glossiness);
return mg;
}
FragmentCommonData MetallicSetup( in highp vec4 i_tex ) {
mediump vec2 metallicGloss = MetallicGloss( i_tex.xy);
mediump float metallic = metallicGloss.x;
mediump float oneMinusRoughness = metallicGloss.y;
mediump float oneMinusReflectivity;
mediump vec3 specColor;
mediump vec3 diffColor = DiffuseAndSpecularFromMetallic( Albedo( i_tex), metallic, specColor, oneMinusReflectivity);
FragmentCommonData o = FragmentCommonData(vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), 0.0, 0.0, vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), 0.0);
o.diffColor = diffColor;
o.specColor = specColor;
o.oneMinusReflectivity = oneMinusReflectivity;
o.oneMinusRoughness = oneMinusRoughness;
return o;
}
mediump vec3 NormalizePerPixelNormal( in mediump vec3 n ) {
return normalize(n);
}
highp vec4 Parallax( in highp vec4 texcoords, in mediump vec3 viewDir ) {
return texcoords;
}
mediump vec3 PerPixelWorldNormal( in highp vec4 i_tex, in mediump vec4 tangentToWorld[3] ) {
mediump vec3 normalWorld = normalize(tangentToWorld[2].xyz);
return normalWorld;
}
mediump vec3 PreMultiplyAlpha( in mediump vec3 diffColor, in mediump float alpha, in mediump float oneMinusReflectivity, out mediump float outModifiedAlpha ) {
outModifiedAlpha = alpha;
return diffColor;
}
FragmentCommonData FragmentSetup( in highp vec4 i_tex, in mediump vec3 i_eyeVec, in mediump vec3 i_viewDirForParallax, in mediump vec4 tangentToWorld[3], in mediump vec3 i_posWorld ) {
i_tex = Parallax( i_tex, i_viewDirForParallax);
mediump float alpha = Alpha( i_tex.xy);
FragmentCommonData o = MetallicSetup( i_tex);
o.normalWorld = PerPixelWorldNormal( i_tex, tangentToWorld);
o.eyeVec = NormalizePerPixelNormal( i_eyeVec);
o.posWorld = i_posWorld;
o.diffColor = PreMultiplyAlpha( o.diffColor, alpha, o.oneMinusReflectivity, o.alpha);
return o;
}
mediump float LambertTerm( in mediump vec3 normal, in mediump vec3 lightDir ) {
return DotClamped( normal, lightDir);
}
UnityLight MainLight( in mediump vec3 normalWorld ) {
UnityLight l;
l.color = _LightColor0.xyz;
l.dir = _WorldSpaceLightPos0.xyz;
l.ndotl = LambertTerm( normalWorld, l.dir);
return l;
}
mediump float LerpOneTo( in mediump float b, in mediump float t ) {
mediump float oneMinusT = (1.0 - t);
return (oneMinusT + (b * t));
}
mediump float Occlusion( in highp vec2 uv ) {
mediump float occ = texture( _OcclusionMap, uv).y;
return LerpOneTo( occ, _OcclusionStrength);
}
mediump vec4 OutputForward( in mediump vec4 xlat_varoutput, in mediump float alphaFromSurface ) {
xlat_varoutput.w = 1.0;
return xlat_varoutput;
}
lowp float unitySampleShadow( in mediump vec4 shadowCoord ) {
lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
return shadow;
}
mediump vec4 fragForwardBase_VC( in VertexOutputForwardBase_VC i ) {
FragmentCommonData s = FragmentSetup( i.tex, i.eyeVec, vec3( 0.0, 0.0, 0.0), i.tangentToWorldAndParallax, vec3( 0.0, 0.0, 0.0));
UnityLight mainLight = MainLight( s.normalWorld);
mediump float atten = unitySampleShadow( i._ShadowCoord);
mediump float occlusion = Occlusion( i.tex.xy);
UnityGI gi = FragmentGI( s.posWorld, occlusion, i.ambientOrLightmapUV, atten, s.oneMinusRoughness, s.normalWorld, s.eyeVec, mainLight);
mediump vec4 c = BRDF2_Unity_PBS( s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, (-s.eyeVec), gi.light, gi.indirect);
c *= i.color;
c.xyz += BRDF_Unity_Indirect( s.diffColor, s.specColor, s.oneMinusReflectivity, s.oneMinusRoughness, s.normalWorld, (-s.eyeVec), occlusion, gi);
c.xyz += Emission( i.tex.xy);
return OutputForward( c, (s.alpha * i.color.w));
}
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec4 xlv_TEXCOORD2;
in mediump vec4 xlv_TEXCOORD2_1;
in mediump vec4 xlv_TEXCOORD2_2;
in mediump vec4 xlv_TEXCOORD5;
in mediump vec4 xlv_TEXCOORD6;
in lowp vec4 xlv_COLOR;
out lowp vec4 FragData [1];
void main() {
mediump vec4 xl_retval;
VertexOutputForwardBase_VC xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.tex = vec4(xlv_TEXCOORD0);
xlt_i.eyeVec = vec3(xlv_TEXCOORD1);
xlt_i.tangentToWorldAndParallax[0] = vec4(xlv_TEXCOORD2);
xlt_i.tangentToWorldAndParallax[1] = vec4(xlv_TEXCOORD2_1);
xlt_i.tangentToWorldAndParallax[2] = vec4(xlv_TEXCOORD2_2);
xlt_i.ambientOrLightmapUV = vec4(xlv_TEXCOORD5);
xlt_i._ShadowCoord = vec4(xlv_TEXCOORD6);
xlt_i.color = vec4(xlv_COLOR);
xl_retval = fragForwardBase_VC( xlt_i);
FragData[0] = vec4(xl_retval);
}

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#version 300 es
struct FragmentCommonData {
mediump vec3 diffColor;
mediump vec3 specColor;
mediump float oneMinusReflectivity;
mediump float oneMinusRoughness;
mediump vec3 normalWorld;
mediump vec3 eyeVec;
mediump vec3 posWorld;
mediump float alpha;
};
uniform mediump vec4 _WorldSpaceLightPos0;
uniform mediump vec4 unity_SHAr;
uniform mediump vec4 unity_SHAg;
uniform mediump vec4 unity_SHAb;
uniform mediump vec4 _LightShadowData;
uniform lowp samplerCube unity_SpecCube0;
uniform mediump vec4 unity_SpecCube0_HDR;
uniform mediump vec4 unity_ColorSpaceDielectricSpec;
uniform lowp vec4 _LightColor0;
uniform mediump vec4 _Color;
uniform sampler2D _MainTex;
uniform mediump float _Metallic;
uniform mediump float _Glossiness;
uniform sampler2D _OcclusionMap;
uniform mediump float _OcclusionStrength;
uniform lowp sampler2DShadow _ShadowMapTexture;
in highp vec4 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in mediump vec4 xlv_TEXCOORD2_2;
in mediump vec4 xlv_TEXCOORD5;
in mediump vec4 xlv_TEXCOORD6;
in lowp vec4 xlv_COLOR;
out lowp vec4 FragData[1];
void main ()
{
mediump vec4 c_1;
mediump float atten_2;
lowp vec4 tmpvar_3;
tmpvar_3 = texture (_MainTex, xlv_TEXCOORD0.xy);
mediump vec2 tmpvar_4;
tmpvar_4.x = _Metallic;
tmpvar_4.y = _Glossiness;
mediump vec3 tmpvar_5;
tmpvar_5 = (_Color.xyz * tmpvar_3.xyz);
mediump vec3 tmpvar_6;
mediump vec3 tmpvar_7;
tmpvar_7 = mix (unity_ColorSpaceDielectricSpec.xyz, tmpvar_5, vec3(_Metallic));
mediump float tmpvar_8;
tmpvar_8 = (unity_ColorSpaceDielectricSpec.w - (_Metallic * unity_ColorSpaceDielectricSpec.w));
tmpvar_6 = (tmpvar_5 * tmpvar_8);
mediump vec3 tmpvar_9;
tmpvar_9 = normalize(xlv_TEXCOORD2_2.xyz);
mediump vec3 tmpvar_10;
tmpvar_10 = normalize(xlv_TEXCOORD1);
mediump vec3 tmpvar_11;
tmpvar_11 = _LightColor0.xyz;
lowp float shadow_12;
mediump float tmpvar_13;
tmpvar_13 = texture (_ShadowMapTexture, xlv_TEXCOORD6.xyz);
lowp float tmpvar_14;
tmpvar_14 = tmpvar_13;
shadow_12 = (_LightShadowData.x + (tmpvar_14 * (1.0 - _LightShadowData.x)));
atten_2 = shadow_12;
mediump float occ_15;
lowp float tmpvar_16;
tmpvar_16 = texture (_OcclusionMap, xlv_TEXCOORD0.xy).y;
occ_15 = tmpvar_16;
mediump float tmpvar_17;
tmpvar_17 = ((1.0 - _OcclusionStrength) + (occ_15 * _OcclusionStrength));
FragmentCommonData s_18;
s_18 = FragmentCommonData(vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), 0.0, 0.0, vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), 0.0);
s_18.oneMinusRoughness = tmpvar_4.y;
s_18.normalWorld = tmpvar_9;
s_18.eyeVec = tmpvar_10;
s_18.posWorld = vec3(0.0, 0.0, 0.0);
mediump vec3 tmpvar_19;
mediump vec3 tmpvar_20;
tmpvar_19 = s_18.normalWorld;
tmpvar_20 = s_18.eyeVec;
highp vec4 tmpvar_21;
tmpvar_21 = unity_SpecCube0_HDR;
mediump float tmpvar_22;
tmpvar_22 = (1.0 - s_18.oneMinusRoughness);
mediump vec3 tmpvar_23;
tmpvar_23 = (tmpvar_20 - (2.0 * (
dot (tmpvar_19, tmpvar_20)
* tmpvar_19)));
mediump vec4 tmpvar_24;
tmpvar_24.w = 1.0;
tmpvar_24.xyz = tmpvar_19;
mediump vec3 x_25;
x_25.x = dot (unity_SHAr, tmpvar_24);
x_25.y = dot (unity_SHAg, tmpvar_24);
x_25.z = dot (unity_SHAb, tmpvar_24);
mediump vec4 hdr_26;
hdr_26 = tmpvar_21;
mediump vec4 tmpvar_27;
tmpvar_27.xyz = tmpvar_23;
tmpvar_27.w = ((tmpvar_22 * (1.7 -
(0.7 * tmpvar_22)
)) * 6.0);
lowp vec4 tmpvar_28;
tmpvar_28 = textureLod (unity_SpecCube0, tmpvar_23, tmpvar_27.w);
mediump vec4 tmpvar_29;
tmpvar_29 = tmpvar_28;
mediump vec3 viewDir_30;
viewDir_30 = -(tmpvar_10);
mediump vec3 tmpvar_31;
mediump vec3 inVec_32;
inVec_32 = (_WorldSpaceLightPos0.xyz + viewDir_30);
tmpvar_31 = (inVec_32 * inversesqrt(max (0.001,
dot (inVec_32, inVec_32)
)));
mediump float tmpvar_33;
tmpvar_33 = max (0.0, dot (_WorldSpaceLightPos0.xyz, tmpvar_31));
mediump float tmpvar_34;
tmpvar_34 = (1.0 - _Glossiness);
mediump float tmpvar_35;
tmpvar_35 = max (0.0001, (tmpvar_34 * tmpvar_34));
mediump float tmpvar_36;
tmpvar_36 = max (((2.0 /
(tmpvar_35 * tmpvar_35)
) - 2.0), 0.0001);
mediump float x_37;
x_37 = (1.0 - max (0.0, dot (tmpvar_9, viewDir_30)));
mediump vec4 tmpvar_38;
tmpvar_38.w = 1.0;
tmpvar_38.xyz = (((
((tmpvar_6 + (sqrt(
max (0.0001, (((tmpvar_36 + 1.0) * pow (
max (0.0, dot (tmpvar_9, tmpvar_31))
, tmpvar_36)) / ((
(8.0 * (((tmpvar_33 * tmpvar_33) * _Glossiness) + (tmpvar_34 * tmpvar_34)))
* tmpvar_33) + 0.0001)))
) * tmpvar_7)) * (tmpvar_11 * atten_2))
*
max (0.0, dot (tmpvar_9, _WorldSpaceLightPos0.xyz))
) + (
(max (((1.055 *
pow (max (vec3(0.0, 0.0, 0.0), (xlv_TEXCOORD5.xyz + x_25)), vec3(0.4166667, 0.4166667, 0.4166667))
) - 0.055), vec3(0.0, 0.0, 0.0)) * tmpvar_17)
* tmpvar_6)) + ((
(1.0 - ((tmpvar_34 * tmpvar_34) * (tmpvar_34 * 0.28)))
*
(((hdr_26.x * tmpvar_29.w) * tmpvar_29.xyz) * tmpvar_17)
) * mix (tmpvar_7, vec3(
clamp ((_Glossiness + (1.0 - tmpvar_8)), 0.0, 1.0)
), vec3(
((x_37 * x_37) * (x_37 * x_37))
))));
c_1 = (tmpvar_38 * xlv_COLOR);
c_1.xyz = c_1.xyz;
c_1.xyz = c_1.xyz;
mediump vec4 xlat_varoutput_39;
xlat_varoutput_39.xyz = c_1.xyz;
xlat_varoutput_39.w = 1.0;
FragData[0] = xlat_varoutput_39;
}
// stats: 97 alu 4 tex 0 flow
// inputs: 6
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// #1: xlv_TEXCOORD1 (medium float) 3x1 [-1]
// #2: xlv_TEXCOORD2_2 (medium float) 4x1 [-1]
// #3: xlv_TEXCOORD5 (medium float) 4x1 [-1]
// #4: xlv_TEXCOORD6 (medium float) 4x1 [-1]
// #5: xlv_COLOR (low float) 4x1 [-1]
// uniforms: 12 (total size: 0)
// #0: _WorldSpaceLightPos0 (medium float) 4x1 [-1]
// #1: unity_SHAr (medium float) 4x1 [-1]
// #2: unity_SHAg (medium float) 4x1 [-1]
// #3: unity_SHAb (medium float) 4x1 [-1]
// #4: _LightShadowData (medium float) 4x1 [-1]
// #5: unity_SpecCube0_HDR (medium float) 4x1 [-1]
// #6: unity_ColorSpaceDielectricSpec (medium float) 4x1 [-1]
// #7: _LightColor0 (low float) 4x1 [-1]
// #8: _Color (medium float) 4x1 [-1]
// #9: _Metallic (medium float) 1x1 [-1]
// #10: _Glossiness (medium float) 1x1 [-1]
// #11: _OcclusionStrength (medium float) 1x1 [-1]
// textures: 4
// #0: unity_SpecCube0 (low cube) 0x0 [-1]
// #1: _MainTex (low 2d) 0x0 [-1]
// #2: _OcclusionMap (low 2d) 0x0 [-1]
// #3: _ShadowMapTexture (low 2dshadow) 0x0 [-1]

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#include <metal_stdlib>
#pragma clang diagnostic ignored "-Wparentheses-equality"
using namespace metal;
constexpr sampler _mtl_xl_shadow_sampler(address::clamp_to_edge, filter::linear, compare_func::less);
struct FragmentCommonData {
half3 diffColor;
half3 specColor;
half oneMinusReflectivity;
half oneMinusRoughness;
half3 normalWorld;
half3 eyeVec;
half3 posWorld;
half alpha;
};
constant FragmentCommonData _xlat_mtl_const1 = {float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), 0.0, 0.0, float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), float3(0.0, 0.0, 0.0), 0.0};
struct xlatMtlShaderInput {
float4 xlv_TEXCOORD0;
half3 xlv_TEXCOORD1;
half4 xlv_TEXCOORD2_2;
half4 xlv_TEXCOORD5;
half4 xlv_TEXCOORD6;
half4 xlv_COLOR;
};
struct xlatMtlShaderOutput {
half4 FragData_0 [[color(0)]];
};
struct xlatMtlShaderUniform {
half4 _WorldSpaceLightPos0;
half4 unity_SHAr;
half4 unity_SHAg;
half4 unity_SHAb;
half4 _LightShadowData;
half4 unity_SpecCube0_HDR;
half4 unity_ColorSpaceDielectricSpec;
half4 _LightColor0;
half4 _Color;
half _Metallic;
half _Glossiness;
half _OcclusionStrength;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texturecube<half> unity_SpecCube0 [[texture(0)]], sampler _mtlsmp_unity_SpecCube0 [[sampler(0)]]
, texture2d<half> _MainTex [[texture(1)]], sampler _mtlsmp__MainTex [[sampler(1)]]
, texture2d<half> _OcclusionMap [[texture(2)]], sampler _mtlsmp__OcclusionMap [[sampler(2)]]
, depth2d<float> _ShadowMapTexture [[texture(3)]], sampler _mtlsmp__ShadowMapTexture [[sampler(3)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1;
half atten_2;
half4 tmpvar_3;
tmpvar_3 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_TEXCOORD0.xy));
half2 tmpvar_4;
tmpvar_4.x = _mtl_u._Metallic;
tmpvar_4.y = _mtl_u._Glossiness;
half3 tmpvar_5;
tmpvar_5 = (_mtl_u._Color.xyz * tmpvar_3.xyz);
half3 tmpvar_6;
half3 tmpvar_7;
tmpvar_7 = mix (_mtl_u.unity_ColorSpaceDielectricSpec.xyz, tmpvar_5, half3(_mtl_u._Metallic));
half tmpvar_8;
tmpvar_8 = (_mtl_u.unity_ColorSpaceDielectricSpec.w - (_mtl_u._Metallic * _mtl_u.unity_ColorSpaceDielectricSpec.w));
tmpvar_6 = (tmpvar_5 * tmpvar_8);
half3 tmpvar_9;
tmpvar_9 = normalize(_mtl_i.xlv_TEXCOORD2_2.xyz);
half3 tmpvar_10;
tmpvar_10 = normalize(_mtl_i.xlv_TEXCOORD1);
half3 tmpvar_11;
tmpvar_11 = _mtl_u._LightColor0.xyz;
half shadow_12;
half tmpvar_13;
tmpvar_13 = _ShadowMapTexture.sample_compare(_mtl_xl_shadow_sampler, (float2)(_mtl_i.xlv_TEXCOORD6.xyz).xy, (float)(_mtl_i.xlv_TEXCOORD6.xyz).z);
half tmpvar_14;
tmpvar_14 = tmpvar_13;
shadow_12 = (_mtl_u._LightShadowData.x + (tmpvar_14 * ((half)1.0 - _mtl_u._LightShadowData.x)));
atten_2 = shadow_12;
half occ_15;
half tmpvar_16;
tmpvar_16 = _OcclusionMap.sample(_mtlsmp__OcclusionMap, (float2)(_mtl_i.xlv_TEXCOORD0.xy)).y;
occ_15 = tmpvar_16;
half tmpvar_17;
tmpvar_17 = (((half)1.0 - _mtl_u._OcclusionStrength) + (occ_15 * _mtl_u._OcclusionStrength));
FragmentCommonData s_18;
s_18 = _xlat_mtl_const1;
s_18.oneMinusRoughness = tmpvar_4.y;
s_18.normalWorld = tmpvar_9;
s_18.eyeVec = tmpvar_10;
s_18.posWorld = half3(float3(0.0, 0.0, 0.0));
half3 tmpvar_19;
half3 tmpvar_20;
tmpvar_19 = s_18.normalWorld;
tmpvar_20 = s_18.eyeVec;
float4 tmpvar_21;
tmpvar_21 = float4(_mtl_u.unity_SpecCube0_HDR);
half tmpvar_22;
tmpvar_22 = ((half)1.0 - s_18.oneMinusRoughness);
half3 tmpvar_23;
tmpvar_23 = (tmpvar_20 - ((half)2.0 * (
dot (tmpvar_19, tmpvar_20)
* tmpvar_19)));
half4 tmpvar_24;
tmpvar_24.w = half(1.0);
tmpvar_24.xyz = tmpvar_19;
half3 x_25;
x_25.x = dot (_mtl_u.unity_SHAr, tmpvar_24);
x_25.y = dot (_mtl_u.unity_SHAg, tmpvar_24);
x_25.z = dot (_mtl_u.unity_SHAb, tmpvar_24);
half4 hdr_26;
hdr_26 = half4(tmpvar_21);
half4 tmpvar_27;
tmpvar_27.xyz = tmpvar_23;
tmpvar_27.w = ((tmpvar_22 * ((half)1.7 -
((half)0.7 * tmpvar_22)
)) * (half)6.0);
half4 tmpvar_28;
tmpvar_28 = unity_SpecCube0.sample(_mtlsmp_unity_SpecCube0, (float3)(tmpvar_23), level(tmpvar_27.w));
half4 tmpvar_29;
tmpvar_29 = tmpvar_28;
half3 viewDir_30;
viewDir_30 = -(tmpvar_10);
half3 tmpvar_31;
half3 inVec_32;
inVec_32 = (_mtl_u._WorldSpaceLightPos0.xyz + viewDir_30);
tmpvar_31 = (inVec_32 * rsqrt(max ((half)0.001,
dot (inVec_32, inVec_32)
)));
half tmpvar_33;
tmpvar_33 = max ((half)0.0, dot (_mtl_u._WorldSpaceLightPos0.xyz, tmpvar_31));
half tmpvar_34;
tmpvar_34 = ((half)1.0 - _mtl_u._Glossiness);
half tmpvar_35;
tmpvar_35 = max ((half)0.0001, (tmpvar_34 * tmpvar_34));
half tmpvar_36;
tmpvar_36 = max ((((half)2.0 /
(tmpvar_35 * tmpvar_35)
) - (half)2.0), (half)0.0001);
half x_37;
x_37 = ((half)1.0 - max ((half)0.0, dot (tmpvar_9, viewDir_30)));
half4 tmpvar_38;
tmpvar_38.w = half(1.0);
tmpvar_38.xyz = (((
((tmpvar_6 + (sqrt(
max ((half)0.0001, (((tmpvar_36 + (half)1.0) * pow (
max ((half)0.0, dot (tmpvar_9, tmpvar_31))
, tmpvar_36)) / ((
((half)8.0 * (((tmpvar_33 * tmpvar_33) * _mtl_u._Glossiness) + (tmpvar_34 * tmpvar_34)))
* tmpvar_33) + (half)0.0001)))
) * tmpvar_7)) * (tmpvar_11 * atten_2))
*
max ((half)0.0, dot (tmpvar_9, _mtl_u._WorldSpaceLightPos0.xyz))
) + (
(max ((((half)1.055 *
pow (max ((half3)float3(0.0, 0.0, 0.0), (_mtl_i.xlv_TEXCOORD5.xyz + x_25)), (half3)float3(0.4166667, 0.4166667, 0.4166667))
) - (half)0.055), (half3)float3(0.0, 0.0, 0.0)) * tmpvar_17)
* tmpvar_6)) + ((
((half)1.0 - ((tmpvar_34 * tmpvar_34) * (tmpvar_34 * (half)0.28)))
*
(((hdr_26.x * tmpvar_29.w) * tmpvar_29.xyz) * tmpvar_17)
) * mix (tmpvar_7, half3(
clamp ((_mtl_u._Glossiness + ((half)1.0 - tmpvar_8)), (half)0.0, (half)1.0)
), half3(
((x_37 * x_37) * (x_37 * x_37))
))));
c_1 = (tmpvar_38 * _mtl_i.xlv_COLOR);
c_1.xyz = c_1.xyz;
c_1.xyz = c_1.xyz;
half4 xlat_varoutput_39;
xlat_varoutput_39.xyz = c_1.xyz;
xlat_varoutput_39.w = half(1.0);
_mtl_o.FragData_0 = xlat_varoutput_39;
return _mtl_o;
}
// stats: 97 alu 4 tex 0 flow
// inputs: 6
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
// #1: xlv_TEXCOORD1 (medium float) 3x1 [-1]
// #2: xlv_TEXCOORD2_2 (medium float) 4x1 [-1]
// #3: xlv_TEXCOORD5 (medium float) 4x1 [-1]
// #4: xlv_TEXCOORD6 (medium float) 4x1 [-1]
// #5: xlv_COLOR (low float) 4x1 [-1]
// uniforms: 12 (total size: 78)
// #0: _WorldSpaceLightPos0 (medium float) 4x1 [-1] loc 0
// #1: unity_SHAr (medium float) 4x1 [-1] loc 8
// #2: unity_SHAg (medium float) 4x1 [-1] loc 16
// #3: unity_SHAb (medium float) 4x1 [-1] loc 24
// #4: _LightShadowData (medium float) 4x1 [-1] loc 32
// #5: unity_SpecCube0_HDR (medium float) 4x1 [-1] loc 40
// #6: unity_ColorSpaceDielectricSpec (medium float) 4x1 [-1] loc 48
// #7: _LightColor0 (low float) 4x1 [-1] loc 56
// #8: _Color (medium float) 4x1 [-1] loc 64
// #9: _Metallic (medium float) 1x1 [-1] loc 72
// #10: _Glossiness (medium float) 1x1 [-1] loc 74
// #11: _OcclusionStrength (medium float) 1x1 [-1] loc 76
// textures: 4
// #0: unity_SpecCube0 (low cube) 0x0 [-1] loc 0
// #1: _MainTex (low 2d) 0x0 [-1] loc 1
// #2: _OcclusionMap (low 2d) 0x0 [-1] loc 2
// #3: _ShadowMapTexture (low 2dshadow) 0x0 [-1] loc 3