bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Nature_Soft_Occlusion_Bark3-in.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

111 lines
3.1 KiB
Text

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 Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
vec3 _ShadowCoord0;
vec3 _ShadowCoord1;
vec3 _ShadowCoord2;
vec3 _ShadowCoord3;
vec2 _ShadowZFade;
};
uniform vec4 _LightShadowData;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
vec4 Squash( in vec4 pos );
void TerrainAnimateTree( inout vec4 pos, in float alpha );
void treevertex( inout appdata_full v );
v2f_surf vert_surf( in appdata_full v );
vec4 Squash( in vec4 pos ) {
vec3 projectedVertex;
vec3 planePoint;
vec3 planeNormal;
projectedVertex = pos.xyz ;
planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
planeNormal = _SquashPlaneNormal.xyz ;
projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
return pos;
}
void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
vec3 bent;
pos.xyz *= _Scale.xyz ;
bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
pos.xyz = mix( pos.xyz , bent, vec3( alpha));
pos = Squash( pos);
}
void treevertex( inout appdata_full v ) {
TerrainAnimateTree( v.vertex, v.color.w );
}
v2f_surf vert_surf( in appdata_full v ) {
v2f_surf o;
float z;
vec4 wpos;
treevertex( v);
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
z = ( -( gl_ModelViewMatrix * v.vertex ).z );
o._ShadowZFade.x = z;
o._ShadowZFade.y = ((z * _LightShadowData.z ) + _LightShadowData.w );
wpos = ( _Object2World * v.vertex );
o._ShadowCoord0 = ( _World2Shadow * wpos ).xyz ;
o._ShadowCoord1 = ( _World2Shadow1 * wpos ).xyz ;
o._ShadowCoord2 = ( _World2Shadow2 * wpos ).xyz ;
o._ShadowCoord3 = ( _World2Shadow3 * wpos ).xyz ;
return o;
}
attribute vec4 TANGENT;
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);
gl_TexCoord[0] = vec4( xl_retval._ShadowCoord0, 0.0);
gl_TexCoord[1] = vec4( xl_retval._ShadowCoord1, 0.0);
gl_TexCoord[2] = vec4( xl_retval._ShadowCoord2, 0.0);
gl_TexCoord[3] = vec4( xl_retval._ShadowCoord3, 0.0);
gl_TexCoord[4] = vec4( xl_retval._ShadowZFade, 0.0, 0.0);
}