bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_ScreenPosAlbedo-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 {
vec4 screenPos;
};
struct v2f_surf {
vec4 pos;
vec3 normal;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
v2f_surf vert_surf( in appdata_full v );
v2f_surf vert_surf( in appdata_full v ) {
v2f_surf o;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.normal = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal );
return o;
}
attribute vec4 TANGENT;
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);
gl_TexCoord[0] = vec4( xl_retval.normal, 0.0);
}