bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Nature_Soft_Occlusion_Leaves1-in.txt

109 lines
2.9 KiB
Text
Raw Normal View History

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 appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec4 hip_screen;
};
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
vec4 Squash( in vec4 pos );
void TerrainAnimateTree( inout vec4 pos, in float alpha );
void treevertex( inout appdata_full v );
void PositionFog( in vec4 v, out vec4 pos, out float fog );
vec4 ComputeScreenPos( in vec4 pos );
v2f_surf vert_surf( in appdata_full v );
vec4 Squash( in vec4 pos ) {
vec3 projectedVertex;
vec3 planePoint;
vec3 planeNormal;
projectedVertex = pos.xyz ;
planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
planeNormal = _SquashPlaneNormal.xyz ;
projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
return pos;
}
void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
vec3 bent;
pos.xyz *= _Scale.xyz ;
bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
pos.xyz = mix( pos.xyz , bent, vec3( alpha));
pos = Squash( pos);
}
void treevertex( inout appdata_full v ) {
TerrainAnimateTree( v.vertex, v.color.w );
}
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
vec4 ComputeScreenPos( in vec4 pos ) {
vec4 o;
o = (pos * 0.500000);
o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w );
o.zw = pos.zw ;
return o;
}
v2f_surf vert_surf( in appdata_full v ) {
v2f_surf o;
treevertex( v);
PositionFog( v.vertex, o.pos, o.fog);
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
o.hip_screen = ComputeScreenPos( o.pos);
return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main() {
v2f_surf xl_retval;
appdata_full xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.tangent = vec4( TANGENT);
xlt_v.normal = vec3( gl_Normal);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
xlt_v.color = vec4( gl_Color);
xl_retval = vert_surf( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.hip_screen);
}