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

91 lines
3 KiB
Text

float xll_saturate( float x) {
return clamp( x, 0.0, 1.0);
}
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
struct v2f {
vec4 pos;
vec2 uv;
vec3 color;
vec3 backContrib;
vec3 nl;
vec3 nh;
};
uniform vec3 _TerrainTreeLightDirections[4];
uniform float _TranslucencyViewDependency;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
vec3 ObjSpaceViewDir( in vec4 v );
void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent );
v2f vert( in appdata_full v );
vec3 ObjSpaceViewDir( in vec4 v ) {
vec3 objSpaceCameraPos;
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
return (objSpaceCameraPos - v.xyz );
}
void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ) {
float isBillboard;
vec3 norb;
vec3 tanb;
isBillboard = (1.00000 - abs( tangent.w ));
norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) ));
tanb = vec3( normalize( ( vec4( tangent.xyz , 0.000000) * mat ) ));
pos += (( vec4( normal.xy , 0.000000, 0.000000) * mat ) * isBillboard);
normal = mix( normal, norb, vec3( isBillboard));
tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard));
}
v2f vert( in appdata_full v ) {
v2f o;
vec3 viewDir;
int j = 0;
vec3 lightDir;
float nl;
float backContrib;
vec3 h;
float nh;
ExpandBillboard( gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent);
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = v.texcoord.xy ;
viewDir = normalize( ObjSpaceViewDir( v.vertex) );
for ( ; (j < 3); ( j++ )) {
lightDir = _TerrainTreeLightDirections[ j ];
nl = dot( v.normal, lightDir);
backContrib = xll_saturate( dot( viewDir, ( -lightDir )) );
backContrib = mix( xll_saturate( ( -nl ) ), backContrib, _TranslucencyViewDependency);
o.backContrib[ j ] = (backContrib * 2.00000);
nl = max( 0.000000, ((nl * 0.600000) + 0.400000));
o.nl[ j ] = nl;
h = normalize( (lightDir + viewDir) );
nh = max( 0.000000, dot( v.normal, h));
o.nh[ j ] = nh;
}
o.color = vec3( v.color.w );
return o;
}
attribute vec4 TANGENT;
void main() {
v2f 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( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.color, 0.0);
gl_TexCoord[2] = vec4( xl_retval.backContrib, 0.0);
gl_TexCoord[3] = vec4( xl_retval.nl, 0.0);
gl_TexCoord[4] = vec4( xl_retval.nh, 0.0);
}