bgfx/3rdparty/glsl-optimizer/tests/vertex/z-prepasslight-inES.txt

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2012-04-03 23:30:07 -04:00
struct v2f {
highp vec4 pos;
highp vec4 uv;
highp vec3 ray;
};
struct appdata {
highp vec4 vertex;
highp vec3 normal;
};
uniform highp vec4 _ProjectionParams;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
highp vec4 ComputeScreenPos( in highp vec4 pos );
v2f xlat_main( in appdata v );
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
highp vec4 o;
o = (pos * 0.500000);
o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w );
o.zw = pos.zw ;
return o;
}
v2f xlat_main( in appdata v ) {
v2f o;
o.pos = ( glstate_matrix_mvp * v.vertex );
o.uv = ComputeScreenPos( o.pos);
o.ray = (( glstate_matrix_modelview0 * v.vertex ).xyz * highp vec3( -1.00000, -1.00000, 1.00000));
o.ray = mix( o.ray, v.normal, vec3( float( (v.normal.z != 0.000000) )));
return o;
}
varying highp vec4 xlv_TEXCOORD0;
varying highp vec3 xlv_TEXCOORD1;
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = highp vec4( gl_Vertex);
xlt_v.normal = highp vec3( gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = highp vec4( xl_retval.pos);
xlv_TEXCOORD0 = highp vec4( xl_retval.uv);
xlv_TEXCOORD1 = highp vec3( xl_retval.ray);
}