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

48 lines
1 KiB
Text
Raw Normal View History

2012-04-03 23:30:07 -04:00
vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
return texture2DLod( s, coord.xy, coord.w);
}
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 pos;
vec2 uv;
};
struct appdata_base {
vec4 vertex;
vec3 normal;
vec4 texcoord;
};
uniform sampler2D _CameraDepthTexture;
v2f vert( in appdata_base v );
v2f vert( in appdata_base v ) {
float tex;
v2f o;
tex = xll_tex2Dlod( _CameraDepthTexture, vec4( v.texcoord.xy , 0.000000, 0.000000)).x ;
v.vertex.y += ((1.00000 - float( tex)) * 3.00000);
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = v.texcoord.xy ;
return o;
}
void main() {
v2f xl_retval;
appdata_base xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.normal = vec3( gl_Normal);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
}