bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Nature_Soft_Occlusion_Bark2-in.txt

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2012-04-04 07:30:07 +04:00
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 vec;
};
uniform vec4 _Color;
uniform vec4 _LightPositionRange;
uniform sampler2D _MainTex;
void surf( in Input IN, inout SurfaceOutput o );
vec4 EncodeFloatRGBA( in float v );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 c;
c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
o.Albedo = c.xyz ;
o.Alpha = c.w ;
}
vec4 EncodeFloatRGBA( in float v ) {
vec4 kEncodeMul = vec4( 1.00000, 255.000, 65025.0, 1.60581e+008);
float kEncodeBit = 0.00392157;
vec4 enc;
enc = (kEncodeMul * v);
enc = fract( enc );
enc -= (enc.yzww * kEncodeBit);
return enc;
}
vec4 frag_surf( in v2f_surf IN ) {
SurfaceOutput o;
Input surfIN;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
surf( surfIN, o);
return EncodeFloatRGBA( (length( IN.vec ) * _LightPositionRange.w ));
}
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.vec = vec3( gl_TexCoord[0]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}