bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Hidden_Camera-DepthNormalTexture-in.txt

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2012-04-03 23:30:07 -04:00
mat3 xll_constructMat3( mat4 m) {
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
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 v2f {
vec4 pos;
vec2 uv;
vec4 nz;
};
struct appdata {
vec4 vertex;
vec3 normal;
vec4 color;
vec4 texcoord;
};
uniform vec4 _ProjectionParams;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
vec4 Squash( in vec4 pos );
void TerrainAnimateTree( inout vec4 pos, in float alpha );
v2f vert( in appdata v );
vec4 Squash( in vec4 pos ) {
vec3 projectedVertex;
vec3 planePoint;
vec3 planeNormal;
projectedVertex = pos.xyz ;
planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
planeNormal = _SquashPlaneNormal.xyz ;
projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
return pos;
}
void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
vec3 bent;
pos.xyz *= _Scale.xyz ;
bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
pos.xyz = mix( pos.xyz , bent, vec3( alpha));
pos = Squash( pos);
}
v2f vert( in appdata v ) {
v2f o;
TerrainAnimateTree( v.vertex, v.color.w );
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = v.texcoord.xy ;
o.nz.xyz = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal );
o.nz.w = ( -(( gl_ModelViewMatrix * v.vertex ).z * _ProjectionParams.w ) );
return o;
}
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.normal = vec3( gl_Normal);
xlt_v.color = vec4( gl_Color);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.nz);
}