bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-MobileBumpSpec-inES3.txt
2014-10-11 12:32:43 -07:00

86 lines
2.5 KiB
Text

#version 300 es
out mediump vec4 _fragData;
struct SurfaceOutput {
lowp vec3 Albedo;
lowp vec3 Normal;
lowp vec3 Emission;
mediump float Specular;
lowp float Gloss;
lowp float Alpha;
};
struct Input {
mediump vec2 uv_MainTex;
};
struct v2f_surf {
highp vec4 pos;
mediump vec2 pack0;
mediump vec3 viewDir;
lowp vec3 lightDir;
lowp vec3 vlight;
};
uniform sampler2D _BumpMap;
uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform mediump float _Shininess;
lowp vec3 UnpackNormal( in lowp vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
lowp vec4 LightingMobileBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten );
lowp vec4 frag_surf( in v2f_surf IN );
lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
return ((packednormal.xyz * 2.0) - 1.0);
}
void surf( in Input IN, inout SurfaceOutput o ) {
lowp vec4 tex;
tex = texture2D( _MainTex, IN.uv_MainTex);
o.Albedo = tex.xyz ;
o.Gloss = tex.w ;
o.Alpha = tex.w ;
o.Specular = _Shininess;
o.Normal = UnpackNormal( texture2D( _BumpMap, IN.uv_MainTex));
}
lowp vec4 LightingMobileBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten ) {
lowp float diff;
lowp float nh;
lowp float spec;
lowp vec4 c;
diff = max( 0.0, dot( s.Normal, lightDir));
nh = max( 0.0, dot( s.Normal, halfDir));
spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
c.xyz = ((((s.Albedo * diff) + spec) * _LightColor0.xyz ) * (atten * 2.0));
c.w = 0.0;
return c;
}
lowp vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
lowp float atten;
lowp vec4 c;
surfIN.uv_MainTex = IN.pack0.xy ;
o.Albedo = vec3( 0.0);
o.Emission = vec3( 0.0);
o.Specular = 0.0;
o.Alpha = 0.0;
o.Gloss = 0.0;
surf( surfIN, o);
atten = 1.0;
c = vec4( 0.0);
c = LightingMobileBlinnPhong( o, IN.lightDir, IN.viewDir, atten);
c.xyz += (o.Albedo * IN.vlight);
return c;
}
in mediump vec2 xlv_TEXCOORD0;
in mediump vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
lowp vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.pack0 = vec2( xlv_TEXCOORD0);
xlt_IN.viewDir = vec3( xlv_TEXCOORD1);
xlt_IN.lightDir = vec3( xlv_TEXCOORD2);
xlt_IN.vlight = vec3( xlv_TEXCOORD3);
xl_retval = frag_surf( xlt_IN);
_fragData = vec4( xl_retval);
}