bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Diffuse_Alpha_Shadowed_ZWrite-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 SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 vlight;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
vec3 ShadeSH9( in vec4 normal );
void PositionFog( in vec4 v, out vec4 pos, out float fog );
v2f_surf vert_surf( in appdata_full v );
vec3 ShadeSH9( in vec4 normal ) {
vec3 x1;
vec4 vB;
vec3 x2;
float vC;
vec3 x3;
x1.x = dot( unity_SHAr, normal);
x1.y = dot( unity_SHAg, normal);
x1.z = dot( unity_SHAb, normal);
vB = (normal.xyzz * normal.yzzx );
x2.x = dot( unity_SHBr, vB);
x2.y = dot( unity_SHBg, vB);
x2.z = dot( unity_SHBb, vB);
vC = ((normal.x * normal.x ) - (normal.y * normal.y ));
x3 = (unity_SHC.xyz * vC);
return ((x1 + x2) + x3);
}
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
v2f_surf vert_surf( in appdata_full v ) {
v2f_surf o;
vec3 worldN;
vec3 shlight;
PositionFog( v.vertex, o.pos, o.fog);
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
worldN = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) );
o.normal = worldN;
shlight = ShadeSH9( vec4( worldN, 1.00000));
o.vlight = shlight;
return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main() {
v2f_surf 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_surf( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.normal, 0.0);
gl_TexCoord[2] = vec4( xl_retval.vlight, 0.0);
}