bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Hidden_TerrainEngine_Details_BillboardWavingDoublePass1-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 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 Input {
vec2 uv_MainTex;
vec4 color;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 lop_color;
vec3 normal;
vec3 lightDir;
vec3 _LightCoord;
};
uniform float _Cutoff;
uniform vec4 _LightColor0;
uniform samplerCube _LightTexture0;
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 c;
c = (texture2D( _MainTex, IN.uv_MainTex) * IN.color);
o.Albedo = c.xyz ;
o.Alpha = c.w ;
}
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
float diff;
vec4 c;
diff = max( 0.000000, dot( s.Normal, lightDir));
c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
c.w = s.Alpha;
return c;
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec3 lightDir;
vec4 c;
surfIN.uv_MainTex = IN.hip_pack0.xy ;
surfIN.color = IN.lop_color;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
o.Normal = IN.normal;
surf( surfIN, o);
xll_clip( (o.Alpha - _Cutoff) );
lightDir = IN.lightDir;
lightDir = normalize( lightDir );
c = LightingLambert( o, lightDir, (texture2D( _LightTextureB0, vec2( vec2( dot( IN._LightCoord, IN._LightCoord)))).w * textureCube( _LightTexture0, IN._LightCoord).w ));
c.w = o.Alpha;
return c;
}
varying vec4 xlv_FOG;
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.fog = float( xlv_FOG);
xlt_IN.hip_pack0 = vec2( gl_TexCoord[0]);
xlt_IN.lop_color = vec4( gl_Color);
xlt_IN.normal = vec3( gl_TexCoord[1]);
xlt_IN.lightDir = vec3( gl_TexCoord[2]);
xlt_IN._LightCoord = vec3( gl_TexCoord[3]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}