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

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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 pos;
float fog;
vec2 uv;
vec2 uv2;
vec3 I;
vec3 TtoW0;
vec3 TtoW1;
vec3 TtoW2;
};
struct appdata_tan {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
};
uniform vec4 _BumpMap_ST;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
vec3 WorldSpaceViewDir( in vec4 v );
void PositionFog( in vec4 v, out vec4 pos, out float fog );
v2f vert( in appdata_tan v );
vec3 WorldSpaceViewDir( in vec4 v ) {
return (_WorldSpaceCameraPos.xyz - ( _Object2World * v ).xyz );
}
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
v2f vert( in appdata_tan v ) {
v2f o;
vec3 binormal;
mat3 rotation;
PositionFog( v.vertex, o.pos, o.fog);
o.uv = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
o.uv2 = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
o.I = ( -WorldSpaceViewDir( v.vertex) );
binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
o.TtoW0 = ( rotation * (_Object2World[ 0 ].xyz * unity_Scale.w ) );
o.TtoW1 = ( rotation * (_Object2World[ 1 ].xyz * unity_Scale.w ) );
o.TtoW2 = ( rotation * (_Object2World[ 2 ].xyz * unity_Scale.w ) );
return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
void main() {
v2f xl_retval;
appdata_tan 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);
xl_retval = vert( 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.uv, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.uv2, 0.0, 0.0);
gl_TexCoord[2] = vec4( xl_retval.I, 0.0);
gl_TexCoord[3] = vec4( xl_retval.TtoW0, 0.0);
gl_TexCoord[4] = vec4( xl_retval.TtoW1, 0.0);
gl_TexCoord[5] = vec4( xl_retval.TtoW2, 0.0);
}