bgfx/3rdparty/glsl-optimizer/tests/vertex/complex-prepasslight-in.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

41 lines
1.1 KiB
Text

struct v2f {
vec4 pos;
vec4 uv;
vec3 ray;
};
struct appdata {
vec4 vertex;
vec3 normal;
};
uniform vec4 _ProjectionParams;
uniform mat4 glstate_matrix_modelview0;
uniform mat4 glstate_matrix_mvp;
vec4 ComputeScreenPos( in vec4 pos );
v2f xlat_main( in appdata v );
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 xlat_main( in appdata v ) {
v2f o;
o.pos = ( glstate_matrix_mvp * v.vertex );
o.uv = ComputeScreenPos( o.pos);
o.ray = (( glstate_matrix_modelview0 * v.vertex ).xyz * vec3( -1.00000, -1.00000, 1.00000));
o.ray = mix( o.ray, v.normal, vec3( float( (v.normal.z != 0.000000) )));
return o;
}
varying vec4 xlv_TEXCOORD0;
varying vec3 xlv_TEXCOORD1;
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.normal = vec3( gl_Normal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.uv);
xlv_TEXCOORD1 = vec3( xl_retval.ray);
}