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

51 lines
1.2 KiB
Text

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;
vec2 texgencoord;
};
struct appdata_t {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform mat4 _GUIClipTextureMatrix;
uniform vec4 _MainTex_ST;
v2f vert( in appdata_t v );
v2f vert( in appdata_t v ) {
v2f o;
vec4 texgen;
o.vertex = ( gl_ModelViewProjectionMatrix * v.vertex );
texgen = ( gl_ModelViewMatrix * v.vertex );
o.texgencoord = vec2( ( _GUIClipTextureMatrix * texgen ));
o.color = v.color;
o.texcoord = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
return o;
}
void main() {
v2f xl_retval;
appdata_t xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.color = vec4( gl_Color);
xlt_v.texcoord = vec2( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.vertex);
gl_FrontColor = vec4( xl_retval.color);
gl_TexCoord[0] = vec4( xl_retval.texcoord, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.texgencoord, 0.0, 0.0);
}