bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-TexGen_Cube_Refl-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 color;
vec3 texcoord;
};
struct appdata_t {
vec4 vertex;
vec4 color;
vec3 normal;
};
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
vec3 ObjSpaceViewDir( in vec4 v );
v2f vert( in appdata_t v );
vec3 ObjSpaceViewDir( in vec4 v ) {
vec3 objSpaceCameraPos;
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
return (objSpaceCameraPos - v.xyz );
}
v2f vert( in appdata_t v ) {
v2f o;
vec3 viewDir;
o.vertex = ( gl_ModelViewProjectionMatrix * v.vertex );
viewDir = ( -normalize( ObjSpaceViewDir( v.vertex) ) );
o.texcoord = reflect( viewDir, v.normal);
o.texcoord = vec3( ( gl_ModelViewMatrix * vec4( o.texcoord, 0.000000) ));
o.color = v.color;
return o;
}
void main() {
v2f xl_retval;
appdata_t xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.color = vec4( gl_Color);
xlt_v.normal = vec3( gl_Normal);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.vertex);
gl_FrontColor = vec4( xl_retval.color);
gl_TexCoord[0] = vec4( xl_retval.texcoord, 0.0);
}