bgfx/3rdparty/glsl-optimizer/tests/fragment/global-struct-constant-init-metal-inES3.txt
2016-07-09 20:03:47 -07:00

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#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);
}