bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Rim2-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 Input {
vec2 uv_MainTex;
vec3 viewDir;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 viewDir;
vec4 hip_screen;
vec3 normal;
vec3 hip_lmapFade;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
uniform vec4 unity_Scale;
void PositionFog( in vec4 v, out vec4 pos, out float fog );
vec3 ObjSpaceViewDir( in vec4 v );
vec4 ComputeScreenPos( in vec4 pos );
v2f_surf vert_surf( in appdata_full v );
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
vec3 ObjSpaceViewDir( in vec4 v ) {
vec3 objSpaceCameraPos;
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
return (objSpaceCameraPos - v.xyz );
}
vec4 ComputeScreenPos( in vec4 pos ) {
vec4 o;
o = (pos * 0.500000);
o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w );
o.zw = pos.zw ;
return o;
}
v2f_surf vert_surf( in appdata_full v ) {
v2f_surf o;
vec3 binormal;
mat3 rotation;
PositionFog( v.vertex, o.pos, o.fog);
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
o.hip_screen = ComputeScreenPos( o.pos);
o.hip_lmapFade.xy = ((v.texcoord1.xy * unity_LightmapST.xy ) + unity_LightmapST.zw );
o.hip_lmapFade.z = ((( -( gl_ModelViewMatrix * v.vertex ).z ) * unity_LightmapFade.z ) + unity_LightmapFade.w );
binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
o.normal = ( rotation * (v.normal * unity_Scale.w ) );
o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
return o;
}
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
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);
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.viewDir, 0.0);
gl_TexCoord[2] = vec4( xl_retval.hip_screen);
gl_TexCoord[3] = vec4( xl_retval.normal, 0.0);
gl_TexCoord[4] = vec4( xl_retval.hip_lmapFade, 0.0);
}