bgfx/3rdparty/glsl-optimizer/tests/fragment/loop-forunbounded-inES.txt

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2012-10-07 23:41:18 -04:00
struct v2f {
highp vec2 uv;
highp vec3 nl;
};
uniform sampler2D _MainTex;
uniform highp vec4 _TerrainTreeLightColors[4];
lowp vec4 xlat_main (in v2f i) {
lowp vec4 col = texture2D( _MainTex, i.uv);
mediump vec3 light = vec3(0.0);
int loopCount = int(col.a*10.0);
for (int j = 0; j < loopCount; ++j)
{
light += col.xyz * i.nl[j] * _TerrainTreeLightColors[j].xyz;
}
return vec4(light, 1.0);
}
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
void main() {
v2f i;
i.uv = xlv_uv;
i.nl = xlv_nl;
gl_FragData[0] = xlat_main(i);
}