bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Tree_Editor_Bark_Shader-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;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 lightDir;
vec3 viewDir;
};
uniform vec4 _Color;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform float _TimeX;
uniform vec4 _Wind;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
vec4 Squash( in vec4 pos );
vec4 TriangleWave( in vec4 x );
vec4 SmoothCurve( in vec4 x );
vec4 SmoothTriangleWave( in vec4 x );
vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams );
void TreeVertBark( inout appdata_full v );
void PositionFog( in vec4 v, out vec4 pos, out float fog );
vec3 ObjSpaceViewDir( in vec4 v );
vec3 ObjSpaceLightDir( in vec4 v );
v2f_surf vert_surf( in appdata_full v );
vec4 Squash( in vec4 pos ) {
vec3 projectedVertex;
vec3 planePoint;
vec3 planeNormal;
projectedVertex = pos.xyz ;
planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
planeNormal = _SquashPlaneNormal.xyz ;
projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
return pos;
}
vec4 TriangleWave( in vec4 x ) {
return abs( ((fract( (x + 0.500000) ) * 2.00000) - 1.00000) );
}
vec4 SmoothCurve( in vec4 x ) {
return ((x * x) * (3.00000 - (2.00000 * x)));
}
vec4 SmoothTriangleWave( in vec4 x ) {
return SmoothCurve( TriangleWave( x));
}
vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ) {
float fDetailAmp = 0.100000;
float fBranchAmp = 0.300000;
float fObjPhase;
float fBranchPhase;
float fVtxPhase;
vec2 vWavesIn;
vec4 vWaves;
vec2 vWavesSum;
vec3 bend;
fObjPhase = dot( _Object2World[ 3 ].xyz , vec3( 1.00000));
fBranchPhase = (fObjPhase + animParams.x );
fVtxPhase = dot( pos.xyz , vec3( (animParams.y + fBranchPhase)));
vWavesIn = (_TimeX + vec2( fVtxPhase, fBranchPhase));
vWaves = ((fract( (vWavesIn.xxyy * vec4( 1.97500, 0.793000, 0.375000, 0.193000)) ) * 2.00000) - 1.00000);
vWaves = SmoothTriangleWave( vWaves);
vWavesSum = (vWaves.xz + vWaves.yw );
bend = ((animParams.y * fDetailAmp) * normal.xyz );
bend.y = (animParams.w * fBranchAmp);
pos.xyz += (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y ) * animParams.w )) * _Wind.w );
pos.xyz += (animParams.z * _Wind.xyz );
return pos;
}
void TreeVertBark( inout appdata_full v ) {
v.vertex.xyz *= _Scale.xyz ;
v.vertex = AnimateVertex( v.vertex, v.normal, vec4( v.color.xy , v.texcoord1.xy ));
v.vertex = Squash( v.vertex);
v.color = vec4( (v.color.w * _Color.xyz ), _Color.w );
v.normal = normalize( v.normal );
v.tangent.xyz = normalize( v.tangent.xyz );
}
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
vec3 ObjSpaceViewDir( in vec4 v ) {
vec3 objSpaceCameraPos;
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
return (objSpaceCameraPos - v.xyz );
}
vec3 ObjSpaceLightDir( in vec4 v ) {
vec3 objSpaceLightPos;
objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
return objSpaceLightPos.xyz ;
}
v2f_surf vert_surf( in appdata_full v ) {
v2f_surf o;
vec3 binormal;
mat3 rotation;
TreeVertBark( v);
PositionFog( v.vertex, o.pos, o.fog);
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
o.lop_color = v.color;
binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main() {
v2f_surf xl_retval;
appdata_full xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.tangent = vec4( TANGENT);
xlt_v.normal = vec3( gl_Normal);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
xlt_v.color = vec4( gl_Color);
xl_retval = vert_surf( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
gl_FrontColor = vec4( xl_retval.lop_color);
gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0);
gl_TexCoord[2] = vec4( xl_retval.viewDir, 0.0);
}