bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_DecalAddBump3-in.txt
2012-10-07 20:41:18 -07:00

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mat3 xll_constructMat3( mat4 m) {
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
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 Input {
vec2 uv_Decal;
vec2 uv_DecalBump;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 lightDir;
vec3 vlight;
vec4 _ShadowCoord;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _DecalBump_ST;
uniform vec4 _Decal_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
vec3 ShadeSH9( in vec4 normal );
void PositionFog( in vec4 v, out vec4 pos, out float fog );
vec3 ObjSpaceLightDir( in vec4 v );
vec4 ComputeScreenPos( in vec4 pos );
v2f_surf vert_surf( in appdata_full v );
vec3 ShadeSH9( in vec4 normal ) {
vec3 x1;
vec4 vB;
vec3 x2;
float vC;
vec3 x3;
x1.x = dot( unity_SHAr, normal);
x1.y = dot( unity_SHAg, normal);
x1.z = dot( unity_SHAb, normal);
vB = (normal.xyzz * normal.yzzx );
x2.x = dot( unity_SHBr, vB);
x2.y = dot( unity_SHBg, vB);
x2.z = dot( unity_SHBb, vB);
vC = ((normal.x * normal.x ) - (normal.y * normal.y ));
x3 = (unity_SHC.xyz * vC);
return ((x1 + x2) + x3);
}
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
vec3 ObjSpaceLightDir( in vec4 v ) {
vec3 objSpaceLightPos;
objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
return objSpaceLightPos.xyz ;
}
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;
vec3 worldN;
vec3 binormal;
mat3 rotation;
vec3 shlight;
PositionFog( v.vertex, o.pos, o.fog);
o.hip_pack0.xy = ((v.texcoord.xy * _Decal_ST.xy ) + _Decal_ST.zw );
o.hip_pack0.zw = ((v.texcoord.xy * _DecalBump_ST.xy ) + _DecalBump_ST.zw );
worldN = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) );
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.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
shlight = ShadeSH9( vec4( worldN, 1.00000));
o.vlight = shlight;
o._ShadowCoord = 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);
gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0);
gl_TexCoord[2] = vec4( xl_retval.vlight, 0.0);
gl_TexCoord[3] = vec4( xl_retval._ShadowCoord);
}