bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Camera-DepthTexture-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;
vec2 uv;
};
struct appdata_tree_billboard {
vec4 vertex;
vec4 color;
vec4 texcoord;
vec2 texcoord1;
};
uniform vec4 _TreeBillboardCameraFront;
uniform vec4 _TreeBillboardCameraPos;
uniform vec3 _TreeBillboardCameraRight;
uniform vec4 _TreeBillboardCameraUp;
uniform vec4 _TreeBillboardDistances;
void TerrainBillboardTree( inout vec4 pos, in vec2 offset, in float offsetz );
v2f vert( in appdata_tree_billboard v );
void TerrainBillboardTree( inout vec4 pos, in vec2 offset, in float offsetz ) {
vec3 treePos;
float treeDistanceSqr;
float billboardAngleFactor;
float radius;
float billboardModeFactor;
float billboardRootOffsetFactor;
float absRadius;
treePos = (pos.xyz - _TreeBillboardCameraPos.xyz );
treeDistanceSqr = dot( treePos, treePos);
if ( (treeDistanceSqr > _TreeBillboardDistances.x ) ){
offset.xy = vec2( 0.000000);
}
pos.xyz += (_TreeBillboardCameraRight.xyz * offset.x );
billboardAngleFactor = _TreeBillboardCameraPos.w ;
radius = mix( offset.y , offsetz, billboardAngleFactor);
billboardModeFactor = _TreeBillboardCameraUp.w ;
billboardRootOffsetFactor = _TreeBillboardCameraFront.w ;
absRadius = abs( radius );
pos.xyz += mix( ((((_TreeBillboardCameraUp.xyz * max( 0.000000, radius)) * 2.00000) - (vec3( 0.000000, 1.00000, 0.000000) * absRadius)) - ((_TreeBillboardCameraUp.xyz * absRadius) * billboardRootOffsetFactor)), (_TreeBillboardCameraUp.xyz * radius), vec3( billboardModeFactor));
}
v2f vert( in appdata_tree_billboard v ) {
v2f o;
TerrainBillboardTree( v.vertex, v.texcoord1.xy , v.texcoord.y );
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv.x = v.texcoord.x ;
o.uv.y = float( (v.texcoord.y > 0.000000) );
return o;
}
void main() {
v2f xl_retval;
appdata_tree_billboard xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.color = vec4( gl_Color);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xlt_v.texcoord1 = vec2( gl_MultiTexCoord1);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
}