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

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2012-04-03 23:30:07 -04:00
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;
vec3 color;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _TerrainTreeLightColors[4];
uniform vec3 _TerrainTreeLightDirections[4];
v2f vert( in appdata_full v );
v2f vert( in appdata_full v ) {
v2f o;
vec3 lightColor;
int i = 0;
vec3 lightDir;
float diff;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = v.texcoord.xy ;
lightColor = gl_LightModel.ambient.xyz ;
for ( ; (i < 4); ( i++ )) {
lightDir.xyz = _TerrainTreeLightDirections[ i ];
diff = max( 0.000000, dot( lightDir.xyz , v.normal));
lightColor += vec3( (_TerrainTreeLightColors[ i ] * diff));
}
o.color = (lightColor * v.color.w );
return o;
}
attribute vec4 TANGENT;
void main() {
v2f xl_retval;
appdata_full xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.tangent = vec4( TANGENT);
xlt_v.normal = vec3( gl_Normal);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
xlt_v.color = vec4( gl_Color);
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.color, 0.0);
}