bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-RenderFX_Skybox_Cubed-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;
vec3 texcoord;
};
struct appdata_t {
vec4 vertex;
vec3 texcoord;
};
uniform samplerCube _Tex;
uniform vec4 _Tint;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 tex;
vec4 col;
tex = textureCube( _Tex, i.texcoord);
col.xyz = ((tex.xyz + _Tint.xyz ) - 0.500000);
col.w = (tex.w * _Tint.w );
return col;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.vertex = vec4(0.0);
xlt_i.texcoord = vec3( gl_TexCoord[0]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}