bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Glow_Downsample-in.txt
2012-10-07 20:41:18 -07:00

56 lines
1.4 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 v2f {
vec4 pos;
vec4 uv[4];
};
uniform vec4 _MainTex_TexelSize;
vec2 MultiplyUV( in mat4 mat, in vec2 inUV );
v2f vert( in appdata_img v );
vec2 MultiplyUV( in mat4 mat, in vec2 inUV ) {
vec4 temp;
temp = vec4( inUV.x , inUV.y , 0.000000, 0.000000);
temp = ( mat * temp );
return temp.xy ;
}
v2f vert( in appdata_img v ) {
v2f o;
vec4 uv;
float offX;
float offY;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
uv.xy = MultiplyUV( gl_TextureMatrix[0], v.texcoord);
uv.zw = vec2( 0.000000);
offX = _MainTex_TexelSize.x ;
offY = _MainTex_TexelSize.y ;
o.uv[ 0 ] = (uv + vec4( ( -offX ), ( -offY ), 0.000000, 1.00000));
o.uv[ 1 ] = (uv + vec4( offX, ( -offY ), 0.000000, 1.00000));
o.uv[ 2 ] = (uv + vec4( offX, offY, 0.000000, 1.00000));
o.uv[ 3 ] = (uv + vec4( ( -offX ), offY, 0.000000, 1.00000));
return o;
}
void main() {
v2f xl_retval;
appdata_img xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.texcoord = vec2( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv[0]);
gl_TexCoord[1] = vec4( xl_retval.uv[1]);
gl_TexCoord[2] = vec4( xl_retval.uv[2]);
gl_TexCoord[3] = vec4( xl_retval.uv[3]);
}