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

55 lines
1.6 KiB
Text

mat3 xll_constructMat3( mat4 m) {
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
struct v2f {
vec4 pos;
vec4 color;
};
struct appdata {
vec4 vertex;
vec3 normal;
};
uniform mat4 UNITY_MATRIX_IT_MV;
uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_MVP;
uniform vec4 unity_LightAtten[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightPosition[4];
vec3 ShadeMyVertexLights( in vec4 vertex, in vec3 normal );
v2f xlat_main( in appdata v );
vec3 ShadeMyVertexLights( in vec4 vertex, in vec3 normal ) {
vec3 viewpos;
vec3 viewN;
vec3 lightColor = vec3( 0.00000, 0.00000, 0.00000);
int i = 0;
vec3 toLight;
float lengthSq;
float atten;
float diff;
viewpos = ( UNITY_MATRIX_MV * vertex ).xyz ;
viewN = ( xll_constructMat3( UNITY_MATRIX_IT_MV) * normal );
for ( ; (i < 2); ( i++ )) {
toLight = (unity_LightPosition[ i ].xyz - viewpos.xyz );
lengthSq = dot( toLight, toLight);
atten = (1.00000 / (1.00000 + (lengthSq * unity_LightAtten[ i ].z )));
diff = max( 0.00000, dot( viewN, normalize( toLight )));
lightColor += (unity_LightColor[ i ].xyz * (diff * atten));
}
return (lightColor * 2.00000);
}
v2f xlat_main( in appdata v ) {
v2f o;
o.pos = ( UNITY_MATRIX_MVP * v.vertex );
o.color = vec4( ShadeMyVertexLights( v.vertex, v.normal), 1.00000);
return o;
}
varying vec4 xlv_TEXCOORD0;
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.color);
}