bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Toon_Basic-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 texcoord;
vec3 cubenormal;
};
struct appdata {
vec4 vertex;
vec2 texcoord;
vec3 normal;
};
uniform vec4 _MainTex_ST;
v2f vert( in appdata v );
v2f vert( in appdata v ) {
v2f o;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.texcoord = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
o.cubenormal = vec3( ( gl_ModelViewMatrix * vec4( v.normal, 0.000000) ));
return o;
}
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.texcoord = vec2( gl_MultiTexCoord0);
xlt_v.normal = vec3( gl_Normal);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.texcoord, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.cubenormal, 0.0);
}