bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-FX_Water_(simple)-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 v2f {
vec4 pos;
float fog;
vec2 bumpuv[2];
vec3 viewDir;
};
struct appdata {
vec4 vertex;
vec3 normal;
};
uniform vec4 _WaveOffset;
uniform float _WaveScale;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
void PositionFog( in vec4 v, out vec4 pos, out float fog );
vec3 ObjSpaceViewDir( in vec4 v );
v2f vert( in appdata v );
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
pos = ( gl_ModelViewProjectionMatrix * v );
fog = pos.z ;
}
vec3 ObjSpaceViewDir( in vec4 v ) {
vec3 objSpaceCameraPos;
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
return (objSpaceCameraPos - v.xyz );
}
v2f vert( in appdata v ) {
v2f o;
vec4 temp;
PositionFog( v.vertex, o.pos, o.fog);
temp.xyzw = ((v.vertex.xzxz * _WaveScale) + _WaveOffset);
o.bumpuv[ 0 ] = (temp.xy * vec2( 0.400000, 0.450000));
o.bumpuv[ 1 ] = temp.wz ;
o.viewDir.xzy = normalize( ObjSpaceViewDir( v.vertex) );
return o;
}
varying vec4 xlv_FOG;
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.normal = vec3( gl_Normal);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
gl_TexCoord[0] = vec4( xl_retval.bumpuv[0], 0.0, 0.0);
gl_TexCoord[1] = vec4( xl_retval.bumpuv[1], 0.0, 0.0);
gl_TexCoord[2] = vec4( xl_retval.viewDir, 0.0);
}