bgfx/3rdparty/glsl-optimizer/tests/vertex/inputs-inES3.txt

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2014-10-11 15:32:43 -04:00
#version 300 es
#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;
struct v2f {
highp vec4 pos;
mediump vec2 uv;
lowp vec4 color;
};
uniform highp mat4 glstate_matrix_mvp;
v2f vert( in highp vec4 pos, in mediump vec2 uv, in highp vec4 tangent ) {
v2f o;
o.pos = (glstate_matrix_mvp * pos);
o.color.xy = (uv * 0.3);
o.color.xyz += ((tangent.xyz * 0.5) + 0.5);
o.color.w = 0.0;
o.uv = uv;
return o;
}
out mediump vec2 xlv_TEXCOORD0;
out lowp vec4 xlv_TEXCOORD1;
void main() {
v2f xl_retval;
xl_retval = vert( vec4(gl_Vertex), vec2(gl_MultiTexCoord0), vec4(TANGENT));
gl_Position = vec4(xl_retval.pos);
xlv_TEXCOORD0 = vec2(xl_retval.uv);
xlv_TEXCOORD1 = vec4(xl_retval.color);
}