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

66 lines
1.2 KiB
Text

void xll_clip(float x) {
if ( x<0.0 ) discard;
}
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 LeafSurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
vec3 Translucency;
float Specular;
float Gloss;
float Alpha;
};
struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
};
uniform float _HalfOverCutoff;
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 col;
col = texture2D( _MainTex, i.uv);
col.xyz *= (i.color * 2.00000);
col.w *= (2.00000 * _HalfOverCutoff);
xll_clip( (col.w - 1.00000) );
return col;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.pos = vec4(0.0);
xlt_i.uv = vec2( gl_TexCoord[0]);
xlt_i.color = vec3( gl_TexCoord[1]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}