bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Internal-Halo-in.txt
2012-10-07 20:41:18 -07:00

39 lines
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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;
vec4 color;
vec2 texcoord;
};
struct appdata_t {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform sampler2D _HaloFalloff;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
float a;
a = texture2D( _HaloFalloff, i.texcoord).w ;
return vec4( (i.color.xyz * a), a);
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.vertex = vec4(0.0);
xlt_i.color = vec4( gl_Color);
xlt_i.texcoord = vec2( gl_TexCoord[0]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}