bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Toon_Basic-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 v2f {
vec4 pos;
vec2 texcoord;
vec3 cubenormal;
};
struct appdata {
vec4 vertex;
vec2 texcoord;
vec3 normal;
};
uniform vec4 _Color;
uniform sampler2D _MainTex;
uniform samplerCube _ToonShade;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 col;
vec4 cube;
col = (_Color * texture2D( _MainTex, i.texcoord));
cube = textureCube( _ToonShade, i.cubenormal);
return vec4( ((2.00000 * cube.xyz ) * col.xyz ), col.w );
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.texcoord = vec2( gl_TexCoord[0]);
xlt_i.cubenormal = vec3( gl_TexCoord[1]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}