bgfx/3rdparty/glsl-optimizer/tests/vertex/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;
};
vec2 MultiplyUV( in mat4 mat, in vec2 inUV );
v2f vert( in appdata_t v );
vec2 MultiplyUV( in mat4 mat, in vec2 inUV ) {
vec4 temp;
temp = vec4( inUV.x , inUV.y , 0.000000, 0.000000);
temp = ( mat * temp );
return temp.xy ;
}
v2f vert( in appdata_t v ) {
v2f o;
float scale = 1.00000;
o.vertex = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uvgrab.xy = ((vec2( o.vertex.x , (o.vertex.y * scale)) + o.vertex.w ) * 0.500000);
o.uvgrab.zw = o.vertex.zw ;
o.uvbump = MultiplyUV( gl_TextureMatrix[1], v.texcoord);
o.uvmain = MultiplyUV( gl_TextureMatrix[2], v.texcoord);
return o;
}
void main() {
v2f xl_retval;
appdata_t xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.texcoord = vec2( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.vertex);
gl_TexCoord[0] = vec4( xl_retval.uvgrab);
gl_TexCoord[1] = vec4( xl_retval.uvbump, 0.0, 0.0);
gl_TexCoord[2] = vec4( xl_retval.uvmain, 0.0, 0.0);
}