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

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float xll_saturate( float x) {
return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate( vec2 x) {
return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate( vec3 x) {
return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate( vec4 x) {
return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate(mat2 m) {
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate(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(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 {
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_BumpMap;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 lightDir;
vec4 _LightCoord;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform sampler2D _BumpMap;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform vec4 _RimColor;
uniform float _RimPower;
vec4 UnpackNormal( in vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
float UnitySpotCookie( in vec4 LightCoord );
float UnitySpotAttenuate( in vec3 LightCoord );
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
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 ) {
float rim;
o.Albedo = texture2D( _MainTex, IN.uv_BumpMap).xyz ;
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
rim = (1.00000 - xll_saturate( dot( normalize( IN.viewDir ), o.Normal) ));
o.Emission = (_RimColor.xyz * pow( rim, _RimPower));
}
float UnitySpotCookie( in vec4 LightCoord ) {
return texture2D( _LightTexture0, ((LightCoord.xy / LightCoord.w ) + 0.500000)).w ;
}
float UnitySpotAttenuate( in vec3 LightCoord ) {
return texture2D( _LightTextureB0, vec2( vec2( dot( LightCoord, LightCoord)))).w ;
}
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
float diff;
vec4 c;
diff = max( 0.000000, dot( s.Normal, lightDir));
c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
c.w = s.Alpha;
return c;
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec3 lightDir;
vec4 c;
surfIN.uv_BumpMap = IN.hip_pack0.xy ;
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);
lightDir = IN.lightDir;
lightDir = normalize( lightDir );
c = LightingLambert( o, lightDir, ((float( (IN._LightCoord.z > 0.000000) ) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz )));
c.w = 0.000000;
return c;
}
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 = vec2( gl_TexCoord[0]);
xlt_IN.lightDir = vec3( gl_TexCoord[1]);
xlt_IN._LightCoord = vec4( gl_TexCoord[2]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}