188 lines
5.2 KiB
Plaintext
188 lines
5.2 KiB
Plaintext
#version 300 es
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#ifndef SHADER_API_D3D11
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#define SHADER_API_D3D11 1
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#endif
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#ifndef SHADER_API_D3D11
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#define SHADER_API_D3D11 1
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#endif
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struct vec1 {
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float x;
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};
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struct uvec1 {
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uint x;
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};
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struct ivec1 {
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int x;
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};
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uniform Globals {
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vec4 unity_ColorSpaceGrey;
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vec4 _MainTex_ST;
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};
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uniform UnityLighting {
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vec4 _WorldSpaceLightPos0;
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vec4 _LightPositionRange;
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vec4 unity_4LightPosX0;
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vec4 unity_4LightPosY0;
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vec4 unity_4LightPosZ0;
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vec4 unity_4LightAtten0;
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vec4 unity_LightColor[8];
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vec4 unity_LightPosition[8];
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vec4 unity_LightAtten[8];
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vec4 unity_SpotDirection[8];
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vec4 unity_SHAr;
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vec4 unity_SHAg;
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vec4 unity_SHAb;
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vec4 unity_SHBr;
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vec4 unity_SHBg;
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vec4 unity_SHBb;
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vec4 unity_SHC;
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};
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uniform UnityPerDraw {
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vec4 glstate_matrix_mvp[4];
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vec4 glstate_matrix_modelview0[4];
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vec4 glstate_matrix_invtrans_modelview0[4];
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vec4 _Object2World[4];
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vec4 _World2Object[4];
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vec4 unity_Scale;
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vec4 unity_LODFade;
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};
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uniform UnityPerFrame {
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vec4 glstate_matrix_projection[4];
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vec4 glstate_lightmodel_ambient;
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vec4 unity_MatrixV[4];
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vec4 unity_MatrixVP[4];
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vec4 unity_AmbientSky;
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vec4 unity_AmbientGround;
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};
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in vec4 dcl_Input0_POSITION0;
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vec4 Input0;
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in vec4 dcl_Input1_NORMAL0;
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vec4 Input1;
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in vec4 dcl_Input2_TEXCOORD0;
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vec4 Input2;
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#undef Output0
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#define Output0 phase0_Output0
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vec4 phase0_Output0;
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out vec4 VtxGeoOutput1_TEXCOORD0;
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#define Output1 VtxGeoOutput1_TEXCOORD0
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out vec4 VtxGeoOutput2_COLOR0;
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#define Output2 VtxGeoOutput2_COLOR0
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vec4 Temp[4];
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ivec4 Temp_int[4];
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uvec4 Temp_uint[4];
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void main()
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{
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//--- Start Early Main ---
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Input0 = dcl_Input0_POSITION0;
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Input1 = dcl_Input1_NORMAL0;
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Input2 = dcl_Input2_TEXCOORD0;
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//--- End Early Main ---
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//Instruction 0
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//MUL
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Temp[0] = vec4(Input0.yyyy * glstate_matrix_mvp[1]);
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//Instruction 1
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//MAD
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Temp[0] = vec4(glstate_matrix_mvp[0] * Input0.xxxx + Temp[0]);
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//Instruction 2
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//MAD
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Temp[0] = vec4(glstate_matrix_mvp[2] * Input0.zzzz + Temp[0]);
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//Instruction 3
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//MAD
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Output0 = vec4(glstate_matrix_mvp[3] * Input0.wwww + Temp[0]);
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//Instruction 4
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//MAD
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Output1.xy = vec4(Input2.xyxx * _MainTex_ST.xyxx + _MainTex_ST.zwzz).xy;
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//Instruction 5
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//MUL
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Temp[0].xyz = vec4(Input0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz;
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//Instruction 6
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//MAD
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Temp[0].xyz = vec4(glstate_matrix_modelview0[0].xyzx * Input0.xxxx + Temp[0].xyzx).xyz;
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//Instruction 7
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//MAD
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Temp[0].xyz = vec4(glstate_matrix_modelview0[2].xyzx * Input0.zzzz + Temp[0].xyzx).xyz;
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//Instruction 8
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//MAD
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Temp[0].xyz = vec4(glstate_matrix_modelview0[3].xyzx * Input0.wwww + Temp[0].xyzx).xyz;
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//Instruction 9
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//MUL
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Temp[1].xyz = vec4(Input1.yyyy * glstate_matrix_invtrans_modelview0[1].xyzx).xyz;
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//Instruction 10
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//MAD
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Temp[1].xyz = vec4(glstate_matrix_invtrans_modelview0[0].xyzx * Input1.xxxx + Temp[1].xyzx).xyz;
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//Instruction 11
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//MAD
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Temp[1].xyz = vec4(glstate_matrix_invtrans_modelview0[2].xyzx * Input1.zzzz + Temp[1].xyzx).xyz;
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//Instruction 12
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//DP3
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Temp[0].w = vec4(dot((Temp[1].xyzx).xyz, (Temp[1].xyzx).xyz)).w;
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//Instruction 13
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//RSQ
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Temp[0].w = vec4(inversesqrt(Temp[0].w)).w;
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//Instruction 14
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//MUL
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Temp[1].xyz = vec4(Temp[0].wwww * Temp[1].xyzx).xyz;
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//Instruction 15
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//MOV
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Temp[2].xyz = vec4(glstate_lightmodel_ambient.xyzx).xyz;
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//Instruction 16
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//MOV
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Temp_int[0].w = ivec4(0).w;
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//Instruction 17
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//LOOP
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while(true){
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//Instruction 18
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//IGE
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// IGE+BREAKC opt
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if (((Temp_int[0].w)>= (4))) { break; }
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Temp_uint[1].w = ((Temp_int[0].w)>= (4)) ? 0xFFFFFFFFu : uint(0);
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//Instruction 19
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//Instruction 20
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//MAD
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Temp[3].xyz = vec4(-Temp[0].xyzx * unity_LightPosition[Temp_int[0].w + 0].wwww + unity_LightPosition[Temp_int[0].w + 0].xyzx).xyz;
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//Instruction 21
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//DP3
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Temp[1].w = vec4(dot((Temp[3].xyzx).xyz, (Temp[3].xyzx).xyz)).w;
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//Instruction 22
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//MAD
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Temp[2].w = Temp[1].w * unity_LightAtten[Temp_int[0].w + 0].z + 1.000000;
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//Instruction 23
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//DIV
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Temp[2].w = vec4(vec4(1.000000, 1.000000, 1.000000, 1.000000) / Temp[2].w).w;
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//Instruction 24
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//RSQ
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Temp[1].w = vec4(inversesqrt(Temp[1].w)).w;
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//Instruction 25
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//MUL
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Temp[3].xyz = vec4(Temp[1].wwww * Temp[3].xyzx).xyz;
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//Instruction 26
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//DP3
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Temp[1].w = vec4(dot((Temp[1].xyzx).xyz, (Temp[3].xyzx).xyz)).w;
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//Instruction 27
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//MAX
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Temp[1].w = vec4(max(Temp[1].w, 0.000000)).w;
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//Instruction 28
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//MUL
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Temp[1].w *= Temp[2].w;
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//Instruction 29
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//MAD
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Temp[2].xyz = vec4(unity_LightColor[Temp_int[0].w + 0].xyzx * Temp[1].wwww + Temp[2].xyzx).xyz;
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//Instruction 30
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//IADD
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Temp_int[0].w += 1;
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//Instruction 31
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//ENDLOOP
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}
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//Instruction 32
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//ADD
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Output2.xyz = vec4(Temp[2].xyzx + Temp[2].xyzx).xyz;
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//Instruction 33
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//MOV
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Output2.w = vec4(1.000000).w;
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//Instruction 34
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//RET
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//--- Post shader code ---
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gl_Position = vec4(phase0_Output0);
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//--- End post shader code ---
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return;
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} |