bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Tree_Optimized_Bark_Shader1-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 SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct LeafSurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
vec3 Translucency;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec4 color;
};
struct v2f_surf {
vec4 pos;
};
uniform sampler2D _BumpSpecMap;
uniform sampler2D _MainTex;
uniform sampler2D _TranslucencyMap;
vec4 UnpackNormal( in vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
vec4 frag_surf( in v2f_surf IN );
vec4 UnpackNormal( in vec4 packednormal ) {
vec4 normal;
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
return normal;
}
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 c;
vec4 trngls;
vec4 norspc;
c = texture2D( _MainTex, IN.uv_MainTex);
o.Albedo = (c.xyz * IN.color.xyz );
trngls = texture2D( _TranslucencyMap, IN.uv_MainTex);
o.Gloss = trngls.w ;
o.Alpha = IN.color.w ;
norspc = texture2D( _BumpSpecMap, IN.uv_MainTex);
o.Specular = norspc.x ;
o.Normal = vec3( UnpackNormal( norspc));
}
vec4 frag_surf( in v2f_surf IN ) {
SurfaceOutput o;
Input surfIN;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
surf( surfIN, o);
return vec4( 0.000000);
}
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}