bgfx/3rdparty/glsl-optimizer/tests/fragment/opt-vectorize-retval-in.txt

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2014-03-30 03:26:01 +04:00
uniform float _Fresnel;
uniform float _SpecIntensity;
float saturate (float f) { return max(0.0, min(1.0,f)); }
float splineFresnel (in vec3 N, in vec3 E, in float specIntensity, in float fresnel)
{
float factor = (1.0 - saturate(dot(N,E)));
float factor3 = ((factor * factor) * factor);
vec3 p = vec3(1.0, factor, factor3);
vec2 t = vec2(1.0 - fresnel, fresnel);
p.x = dot(p.xy, t);
p.y = dot(p.yz, t);
factor = (0.05 + (0.95 * dot(p.xy, t)));
factor *= specIntensity;
return factor;
}
varying vec3 inN;
varying vec3 inE;
void main()
{
float f = splineFresnel (inN, inE, _SpecIntensity, _Fresnel);
gl_FragColor = vec4(f);
}