bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-FX_Glass_Stained_BumpDistort-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 vertex;
vec4 uvgrab;
vec2 uvbump;
vec2 uvmain;
};
struct appdata_t {
vec4 vertex;
vec2 texcoord;
};
uniform float _BumpAmt;
uniform sampler2D _BumpMap;
uniform sampler2D _GrabTexture;
uniform vec4 _GrabTexture_TexelSize;
uniform sampler2D _MainTex;
vec4 UnpackNormal( in vec4 packednormal );
vec4 frag( in v2f i );
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;
}
vec4 frag( in v2f i ) {
vec2 bump;
vec2 offset;
vec4 col;
vec4 tint;
bump = UnpackNormal( texture2D( _BumpMap, i.uvbump)).xy ;
offset = ((bump * _BumpAmt) * _GrabTexture_TexelSize.xy );
i.uvgrab.xy = ((offset * i.uvgrab.z ) + i.uvgrab.xy );
col = texture2DProj( _GrabTexture, i.uvgrab);
tint = texture2D( _MainTex, i.uvmain);
return (col * tint);
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.vertex = vec4(0.0);
xlt_i.uvgrab = vec4( gl_TexCoord[0]);
xlt_i.uvbump = vec2( gl_TexCoord[1]);
xlt_i.uvmain = vec2( gl_TexCoord[2]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}