bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Internal-PrePassLighting-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;
vec4 uv;
vec3 ray;
};
struct appdata {
vec4 vertex;
vec3 texcoord;
};
uniform vec4 _ProjectionParams;
vec4 ComputeScreenPos( in vec4 pos );
v2f vert( in appdata v );
vec4 ComputeScreenPos( in vec4 pos ) {
vec4 o;
o = (pos * 0.500000);
o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w );
o.zw = pos.zw ;
return o;
}
v2f vert( in appdata v ) {
v2f o;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
o.uv = ComputeScreenPos( o.pos);
o.ray = (( gl_ModelViewMatrix * v.vertex ).xyz * vec3( -1.00000, -1.00000, 1.00000));
o.ray = mix( o.ray, v.texcoord, vec3( float( (v.texcoord.z != 0.000000) )));
return o;
}
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.texcoord = vec3( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_TexCoord[0] = vec4( xl_retval.uv);
gl_TexCoord[1] = vec4( xl_retval.ray, 0.0);
}