bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Noise_Shader_RGB-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;
vec2 uvg;
vec2 uvs;
};
uniform vec4 _GrainOffsetScale;
uniform vec4 _ScratchOffsetScale;
vec2 MultiplyUV( in mat4 mat, in vec2 inUV );
v2f vert( in appdata_img v );
vec2 MultiplyUV( in mat4 mat, in vec2 inUV ) {
vec4 temp;
temp = vec4( inUV.x , inUV.y , 0.000000, 0.000000);
temp = ( mat * temp );
return temp.xy ;
}
v2f vert( in appdata_img v ) {
v2f o;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = MultiplyUV( gl_TextureMatrix[0], v.texcoord);
o.uvg = ((v.texcoord.xy * _GrainOffsetScale.zw ) + _GrainOffsetScale.xy );
o.uvs = ((v.texcoord.xy * _ScratchOffsetScale.zw ) + _ScratchOffsetScale.xy );
return o;
}
void main() {
v2f xl_retval;
appdata_img xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.texcoord = vec2( 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.uvg, 0.0, 0.0);
gl_TexCoord[2] = vec4( xl_retval.uvs, 0.0, 0.0);
}