bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Camera-DepthTexture-in.txt

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2012-04-03 23:30:07 -04:00
void xll_clip(float x) {
if ( x<0.0 ) discard;
}
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 uv;
};
struct appdata_tree_billboard {
vec4 vertex;
vec4 color;
vec4 texcoord;
vec2 texcoord1;
};
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 texcol;
texcol = texture2D( _MainTex, i.uv);
xll_clip( (texcol.w - 0.00100000) );
return vec4( 0.000000);
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}