bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Reflective_Bumped_Specular2-in.txt
2012-10-07 20:41:18 -07:00

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struct v2f_vertex_lit {
vec2 uv;
vec4 diff;
vec4 spec;
};
struct v2f_img {
vec4 pos;
vec2 uv;
};
struct appdata_img {
vec4 vertex;
vec2 texcoord;
};
struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_BumpMap;
vec3 worldRefl;
vec3 TtoW0;
vec3 TtoW1;
vec3 TtoW2;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec4 hip_screen;
vec4 TtoW0;
vec4 TtoW1;
vec4 TtoW2;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform samplerCube _Cube;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform vec4 _ReflectColor;
uniform float _Shininess;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
vec4 UnpackNormal( in vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in vec4 light );
vec4 frag_surf( in v2f_surf IN );
vec4 UnpackNormal( in vec4 packednormal ) {
vec4 normal;
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
return normal;
}
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 tex;
vec4 c;
vec3 worldRefl;
vec4 reflcol;
tex = texture2D( _MainTex, IN.uv_MainTex);
c = (tex * _Color);
o.Albedo = c.xyz ;
o.Gloss = tex.w ;
o.Specular = _Shininess;
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
worldRefl = reflect( IN.worldRefl, vec3( dot( IN.TtoW0, o.Normal), dot( IN.TtoW1, o.Normal), dot( IN.TtoW2, o.Normal)));
reflcol = textureCube( _Cube, worldRefl);
reflcol *= tex.w ;
o.Emission = (reflcol.xyz * _ReflectColor.xyz );
o.Alpha = (reflcol.w * _ReflectColor.w );
}
vec4 LightingBlinnPhong_PrePass( in SurfaceOutput s, in vec4 light ) {
float spec;
vec4 c;
spec = (light.w * s.Gloss);
c.xyz = ((s.Albedo * light.xyz ) + ((light.xyz * _SpecColor.xyz ) * spec));
c.w = (s.Alpha + (spec * _SpecColor.w ));
return c;
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec4 light;
vec4 col;
surfIN.uv_MainTex = IN.hip_pack0.xy ;
surfIN.uv_BumpMap = IN.hip_pack0.zw ;
surfIN.worldRefl = vec3( IN.TtoW0.w , IN.TtoW1.w , IN.TtoW2.w );
surfIN.TtoW0 = IN.TtoW0.xyz ;
surfIN.TtoW1 = IN.TtoW1.xyz ;
surfIN.TtoW2 = IN.TtoW2.xyz ;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
surf( surfIN, o);
light = texture2DProj( _LightBuffer, IN.hip_screen);
light = ( -log2( light ) );
light.xyz += unity_Ambient.xyz ;
col = LightingBlinnPhong_PrePass( o, light);
col.xyz += o.Emission;
return col;
}
varying vec4 xlv_FOG;
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.fog = float( xlv_FOG);
xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
xlt_IN.hip_screen = vec4( gl_TexCoord[1]);
xlt_IN.TtoW0 = vec4( gl_TexCoord[2]);
xlt_IN.TtoW1 = vec4( gl_TexCoord[3]);
xlt_IN.TtoW2 = vec4( gl_TexCoord[4]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}