bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Tree_Leaf_Shader_Rendertex-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 SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct LeafSurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
vec3 Translucency;
float Specular;
float Gloss;
float Alpha;
};
struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
};
uniform vec4 _TerrainTreeLightColors[4];
uniform vec3 _TerrainTreeLightDirections[4];
void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent );
v2f vert( in appdata_full v );
void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ) {
float isBillboard;
vec3 norb;
vec3 tanb;
isBillboard = (1.00000 - abs( tangent.w ));
norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) ));
tanb = vec3( normalize( ( vec4( normal.z , 0.000000, ( -normal.x ), 0.000000) * mat ) ));
pos += (( tangent * mat ) * isBillboard);
normal = mix( normal, norb, vec3( isBillboard));
tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard));
}
v2f vert( in appdata_full v ) {
v2f o;
vec3 lightColor;
int i = 0;
vec3 lightDir;
float diff;
ExpandBillboard( gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent);
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = v.texcoord.xy ;
lightColor = gl_LightModel.ambient.xyz ;
for ( ; (i < 4); ( i++ )) {
lightDir.xyz = _TerrainTreeLightDirections[ i ];
diff = max( 0.000000, ((dot( lightDir.xyz , v.normal) * 0.500000) + 0.500000));
lightColor += vec3( (_TerrainTreeLightColors[ i ] * diff));
}
o.color = (lightColor * v.color.w );
return o;
}
attribute vec4 TANGENT;
void main() {
v2f 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( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.color, 0.0);
}