bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Specular1-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 Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
vec3 normal;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _Color;
uniform sampler2D _MainTex;
uniform float _Shininess;
void surf( in Input IN, inout SurfaceOutput o );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 tex;
tex = texture2D( _MainTex, IN.uv_MainTex);
o.Albedo = (tex.xyz * _Color.xyz );
o.Gloss = tex.w ;
o.Alpha = (tex.w * _Color.w );
o.Specular = _Shininess;
}
vec4 frag_surf( in v2f_surf IN ) {
SurfaceOutput o;
Input surfIN;
vec4 res;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
o.Normal = IN.normal;
surf( surfIN, o);
res.xyz = ((o.Normal * vec3( 0.500000, 0.500000, -0.500000)) + 0.500000);
res.w = o.Specular;
return res;
}
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.normal = vec3( gl_TexCoord[0]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}