bgfx/examples/runtime/shaders/glsl/vs_bump.bin

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2012-10-28 00:34:41 -04:00
#version 140
uniform mat4 u_viewProj;
uniform mat4 u_view;
varying vec2 v_texcoord0;
varying vec3 v_tangent;
varying vec3 v_normal;
varying vec3 v_view;
varying vec3 v_wpos;
attribute vec4 i_data3;
attribute vec4 i_data2;
attribute vec4 i_data1;
attribute vec4 i_data0;
attribute vec2 a_texcoord0;
attribute vec3 a_tangent;
attribute vec3 a_normal;
attribute vec3 a_position;
void main ()
{
mat4 model_1;
model_1[0] = i_data0;
model_1[1] = i_data1;
model_1[2] = i_data2;
model_1[3] = i_data3;
vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = a_position;
vec3 tmpvar_3;
tmpvar_3 = (model_1 * tmpvar_2).xyz;
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
tmpvar_4.xyz = tmpvar_3;
gl_Position = (u_viewProj * tmpvar_4);
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = ((a_normal * 2.0) - 1.0);
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.xyz = ((a_tangent * 2.0) - 1.0);
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = (model_1 * tmpvar_5).xyz;
vec3 tmpvar_8;
tmpvar_8 = normalize((u_view * tmpvar_7).xyz);
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (model_1 * tmpvar_6).xyz;
vec3 tmpvar_10;
tmpvar_10 = normalize((u_view * tmpvar_9).xyz);
mat3 tmpvar_11;
tmpvar_11[0] = tmpvar_10;
tmpvar_11[1] = ((tmpvar_8.yzx * tmpvar_10.zxy) - (tmpvar_8.zxy * tmpvar_10.yzx));
tmpvar_11[2] = tmpvar_8;
v_wpos = tmpvar_3;
vec4 tmpvar_12;
tmpvar_12.w = 1.0;
tmpvar_12.xyz = tmpvar_3;
v_view = (tmpvar_11 * -((u_view * tmpvar_12).xyz));
v_normal = tmpvar_8;
v_tangent = tmpvar_10;
v_texcoord0 = a_texcoord0;
}