bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Transparent_Cutout_Bumped_Specular1-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_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 hip_screen;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform float _Cutoff;
uniform sampler2D _LightBuffer;
uniform sampler2D _MainTex;
uniform float _Shininess;
uniform vec4 _SpecColor;
uniform vec4 unity_Ambient;
varying vec4 xlv_FOG;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
vec4 UnpackNormal (
in vec4 packednormal_2
)
{
vec4 normal_3;
vec2 tmpvar_4;
tmpvar_4 = ((packednormal_2.wy * 2.0) - 1.0);
normal_3.xy = tmpvar_4.xy.xy;
float tmpvar_5;
tmpvar_5 = sqrt (((1.0 - (normal_3.x * normal_3.x)) - (normal_3.y * normal_3.y)));
float tmpvar_6;
tmpvar_6 = tmpvar_5;
normal_3.z = vec3(tmpvar_6).z;
return normal_3;
}
void surf (
in Input IN_7,
inout SurfaceOutput o_8
)
{
vec4 tex_9;
vec4 tmpvar_10;
tmpvar_10 = texture2D (_MainTex, IN_7.uv_MainTex);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
tex_9 = tmpvar_11;
vec3 tmpvar_12;
tmpvar_12 = (tex_9.xyz * _Color.xyz);
o_8.Albedo = tmpvar_12;
float tmpvar_13;
tmpvar_13 = tex_9.w;
o_8.Gloss = tmpvar_13;
float tmpvar_14;
tmpvar_14 = (tex_9.w * _Color.w);
o_8.Alpha = tmpvar_14;
float tmpvar_15;
tmpvar_15 = _Shininess;
o_8.Specular = tmpvar_15;
vec4 tmpvar_16;
tmpvar_16 = texture2D (_BumpMap, IN_7.uv_BumpMap);
vec4 tmpvar_17;
tmpvar_17 = UnpackNormal (tmpvar_16);
vec3 tmpvar_18;
tmpvar_18 = tmpvar_17.xyz;
vec3 tmpvar_19;
tmpvar_19 = tmpvar_18;
o_8.Normal = tmpvar_19;
}
vec4 LightingBlinnPhong_PrePass (
in SurfaceOutput s_20,
in vec4 light_21
)
{
vec4 c_22;
float spec_23;
float tmpvar_24;
tmpvar_24 = (light_21.w * s_20.Gloss);
spec_23 = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = ((s_20.Albedo * light_21.xyz) + ((light_21.xyz * _SpecColor.xyz) * spec_23));
c_22.xyz = tmpvar_25.xyz.xyz;
float tmpvar_26;
tmpvar_26 = (s_20.Alpha + (spec_23 * _SpecColor.w));
c_22.w = vec4(tmpvar_26).w;
return c_22;
}
vec4 frag_surf (
in v2f_surf IN_27
)
{
vec4 col_28;
vec4 light_29;
SurfaceOutput o_30;
Input surfIN_31;
vec2 tmpvar_32;
tmpvar_32 = IN_27.hip_pack0.xy;
surfIN_31.uv_MainTex = tmpvar_32;
vec3 tmpvar_33;
tmpvar_33 = vec3(0.0, 0.0, 0.0);
o_30.Albedo = tmpvar_33;
vec3 tmpvar_34;
tmpvar_34 = vec3(0.0, 0.0, 0.0);
o_30.Emission = tmpvar_34;
float tmpvar_35;
tmpvar_35 = 0.0;
o_30.Specular = tmpvar_35;
float tmpvar_36;
tmpvar_36 = 0.0;
o_30.Alpha = tmpvar_36;
float tmpvar_37;
tmpvar_37 = 0.0;
o_30.Gloss = tmpvar_37;
surf (surfIN_31, o_30);
xll_clip ((o_30.Alpha - _Cutoff));
vec4 tmpvar_38;
tmpvar_38 = texture2DProj (_LightBuffer, IN_27.hip_screen);
vec4 tmpvar_39;
tmpvar_39 = tmpvar_38;
light_29 = tmpvar_39;
vec4 tmpvar_40;
tmpvar_40 = log2 (light_29);
vec4 tmpvar_41;
tmpvar_41 = -(tmpvar_40);
light_29 = tmpvar_41;
vec3 tmpvar_42;
tmpvar_42 = (light_29.xyz + unity_Ambient.xyz);
light_29.xyz = tmpvar_42.xyz.xyz;
vec4 tmpvar_43;
tmpvar_43 = LightingBlinnPhong_PrePass (o_30, light_29);
vec4 tmpvar_44;
tmpvar_44 = tmpvar_43;
col_28 = tmpvar_44;
return col_28;
}
void main ()
{
v2f_surf xlt_IN_45;
vec4 xl_retval_46;
vec4 tmpvar_47;
tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN_45.pos = tmpvar_47;
float tmpvar_48;
tmpvar_48 = xlv_FOG.x;
xlt_IN_45.fog = tmpvar_48;
vec2 tmpvar_49;
tmpvar_49 = gl_TexCoord[0].xy;
vec2 tmpvar_50;
tmpvar_50 = tmpvar_49;
xlt_IN_45.hip_pack0 = tmpvar_50;
vec4 tmpvar_51;
tmpvar_51 = gl_TexCoord[1].xyzw;
vec4 tmpvar_52;
tmpvar_52 = tmpvar_51;
xlt_IN_45.hip_screen = tmpvar_52;
vec4 tmpvar_53;
tmpvar_53 = frag_surf (xlt_IN_45);
vec4 tmpvar_54;
tmpvar_54 = tmpvar_53;
xl_retval_46 = tmpvar_54;
vec4 tmpvar_55;
tmpvar_55 = xl_retval_46.xyzw;
vec4 tmpvar_56;
tmpvar_56 = tmpvar_55;
gl_FragData[0] = tmpvar_56;
}