bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Bumped_Specular-in.txt
2012-10-07 20:41:18 -07:00

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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;
vec2 uv_BumpMap;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_pack0;
vec3 viewDir;
vec3 lightDir;
vec3 vlight;
vec4 _ShadowCoord;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform sampler2D _BumpMap;
uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform float _Shininess;
uniform vec4 _SpecColor;
float unitySampleShadow( in vec4 shadowCoord );
vec4 UnpackNormal( in vec4 packednormal );
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten );
vec4 frag_surf( in v2f_surf IN );
float unitySampleShadow( in vec4 shadowCoord ) {
float shadow;
shadow = texture2DProj( _ShadowMapTexture, shadowCoord).x ;
return shadow;
}
vec4 UnpackNormal( in vec4 packednormal ) {
vec4 normal;
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
return normal;
}
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;
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
}
vec4 LightingBlinnPhong( in SurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) {
vec3 h;
float diff;
float nh;
float spec;
vec4 c;
h = normalize( (lightDir + viewDir) );
diff = max( 0.000000, dot( s.Normal, lightDir));
nh = max( 0.000000, dot( s.Normal, h));
spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss);
c.xyz = ((((s.Albedo * _LightColor0.xyz ) * diff) + ((_LightColor0.xyz * _SpecColor.xyz ) * spec)) * (atten * 2.00000));
c.w = (s.Alpha + (((_LightColor0.w * _SpecColor.w ) * spec) * atten));
return c;
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
float atten;
vec4 c;
surfIN.uv_MainTex = IN.hip_pack0.xy ;
surfIN.uv_BumpMap = IN.hip_pack0.zw ;
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);
atten = unitySampleShadow( IN._ShadowCoord);
c = LightingBlinnPhong( o, IN.lightDir, normalize( vec3( IN.viewDir) ), atten);
c.xyz += (o.Albedo * IN.vlight);
return c;
}
varying vec4 xlv_FOG;
void main() {
vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.fog = float( xlv_FOG);
xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
xlt_IN.viewDir = vec3( gl_TexCoord[1]);
xlt_IN.lightDir = vec3( gl_TexCoord[2]);
xlt_IN.vlight = vec3( gl_TexCoord[3]);
xlt_IN._ShadowCoord = vec4( gl_TexCoord[4]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}