bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Self-Illumin_Bumped_Specular-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 SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
vec2 uv_Illum;
vec2 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
vec2 hip_pack0;
vec3 TtoV0;
vec3 TtoV1;
vec3 TtoV2;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform sampler2D _Illum;
uniform sampler2D _MainTex;
uniform float _Shininess;
vec4 UnpackNormal( in vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
vec4 frag_surf( in v2f_surf IN );
vec4 UnpackNormal( in vec4 packednormal ) {
vec4 normal;
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
return normal;
}
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 tex;
vec4 c;
tex = texture2D( _MainTex, IN.uv_MainTex);
c = (tex * _Color);
o.Albedo = c.xyz ;
o.Emission = (c.xyz * texture2D( _Illum, IN.uv_Illum).w );
o.Gloss = tex.w ;
o.Alpha = c.w ;
o.Specular = _Shininess;
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec3 viewN;
vec4 res;
surfIN.uv_BumpMap = IN.hip_pack0.xy ;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
surf( surfIN, o);
viewN.x = dot( IN.TtoV0, o.Normal);
viewN.y = dot( IN.TtoV1, o.Normal);
viewN.z = dot( IN.TtoV2, o.Normal);
o.Normal = viewN;
res.xyz = ((o.Normal * vec3( 0.500000, 0.500000, -0.500000)) + 0.500000);
res.w = o.Specular;
return res;
}
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.hip_pack0 = vec2( gl_TexCoord[0]);
xlt_IN.TtoV0 = vec3( gl_TexCoord[1]);
xlt_IN.TtoV1 = vec3( gl_TexCoord[2]);
xlt_IN.TtoV2 = vec3( gl_TexCoord[3]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}