bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Decal-ir.txt
2014-02-10 23:06:13 -08:00

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struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_DecalTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 normal;
vec3 lightDir;
};
uniform vec4 _Color;
uniform sampler2D _DecalTex;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
varying vec4 xlv_FOG;
void surf (
in Input IN_1,
inout SurfaceOutput o_2
)
{
vec4 decal_3;
vec4 c_4;
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex);
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
c_4 = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = texture2D (_DecalTex, IN_1.uv_DecalTex);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
decal_3 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = vec3(decal_3.w);
vec3 tmpvar_10;
tmpvar_10 = mix (c_4.xyz, decal_3.xyz, tmpvar_9);
vec3 tmpvar_11;
tmpvar_11 = tmpvar_10;
c_4.xyz = tmpvar_11.xyz.xyz;
vec4 tmpvar_12;
tmpvar_12 = (c_4 * _Color);
c_4 = tmpvar_12;
vec3 tmpvar_13;
tmpvar_13 = c_4.xyz;
o_2.Albedo = tmpvar_13;
float tmpvar_14;
tmpvar_14 = c_4.w;
o_2.Alpha = tmpvar_14;
}
vec4 LightingLambert (
in SurfaceOutput s_15,
in vec3 lightDir_16,
in float atten_17
)
{
vec4 c_18;
float diff_19;
float tmpvar_20;
tmpvar_20 = dot (s_15.Normal, lightDir_16);
float tmpvar_21;
tmpvar_21 = max (0.0, tmpvar_20);
float tmpvar_22;
tmpvar_22 = tmpvar_21;
diff_19 = tmpvar_22;
vec3 tmpvar_23;
tmpvar_23 = ((s_15.Albedo * _LightColor0.xyz) * ((diff_19 * atten_17) * 2.0));
c_18.xyz = tmpvar_23.xyz.xyz;
float tmpvar_24;
tmpvar_24 = s_15.Alpha;
c_18.w = vec4(tmpvar_24).w;
return c_18;
}
vec4 frag_surf (
in v2f_surf IN_25
)
{
vec4 c_26;
vec3 lightDir_27;
SurfaceOutput o_28;
Input surfIN_29;
vec2 tmpvar_30;
tmpvar_30 = IN_25.hip_pack0.xy;
surfIN_29.uv_MainTex = tmpvar_30;
vec2 tmpvar_31;
tmpvar_31 = IN_25.hip_pack0.zw;
surfIN_29.uv_DecalTex = tmpvar_31;
vec3 tmpvar_32;
tmpvar_32 = vec3(0.0, 0.0, 0.0);
o_28.Albedo = tmpvar_32;
vec3 tmpvar_33;
tmpvar_33 = vec3(0.0, 0.0, 0.0);
o_28.Emission = tmpvar_33;
float tmpvar_34;
tmpvar_34 = 0.0;
o_28.Specular = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_28.Alpha = tmpvar_35;
float tmpvar_36;
tmpvar_36 = 0.0;
o_28.Gloss = tmpvar_36;
vec3 tmpvar_37;
tmpvar_37 = IN_25.normal;
o_28.Normal = tmpvar_37;
surf (surfIN_29, o_28);
vec3 tmpvar_38;
tmpvar_38 = IN_25.lightDir;
lightDir_27 = tmpvar_38;
vec4 tmpvar_39;
tmpvar_39 = LightingLambert (o_28, lightDir_27, 1.0);
vec4 tmpvar_40;
tmpvar_40 = tmpvar_39;
c_26 = tmpvar_40;
float tmpvar_41;
tmpvar_41 = 0.0;
c_26.w = vec4(tmpvar_41).w;
return c_26;
}
void main ()
{
v2f_surf xlt_IN_42;
vec4 xl_retval_43;
vec4 tmpvar_44;
tmpvar_44 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_42.pos = tmpvar_44;
float tmpvar_45;
tmpvar_45 = xlv_FOG.x;
xlt_IN_42.fog = tmpvar_45;
vec4 tmpvar_46;
tmpvar_46 = gl_TexCoord[0].xyzw;
vec4 tmpvar_47;
tmpvar_47 = tmpvar_46;
xlt_IN_42.hip_pack0 = tmpvar_47;
vec3 tmpvar_48;
tmpvar_48 = gl_TexCoord[1].xyz;
vec3 tmpvar_49;
tmpvar_49 = tmpvar_48;
xlt_IN_42.normal = tmpvar_49;
vec3 tmpvar_50;
tmpvar_50 = gl_TexCoord[2].xyz;
vec3 tmpvar_51;
tmpvar_51 = tmpvar_50;
xlt_IN_42.lightDir = tmpvar_51;
vec4 tmpvar_52;
tmpvar_52 = frag_surf (xlt_IN_42);
vec4 tmpvar_53;
tmpvar_53 = tmpvar_52;
xl_retval_43 = tmpvar_53;
vec4 tmpvar_54;
tmpvar_54 = xl_retval_43.xyzw;
vec4 tmpvar_55;
tmpvar_55 = tmpvar_54;
gl_FragData[0] = tmpvar_55;
}