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

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mat3 xll_constructMat3( mat4 m) {
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
}
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 color;
};
struct appdata_base {
vec4 vertex;
vec3 normal;
vec4 texcoord;
};
v2f vert( in appdata_base v );
v2f vert( in appdata_base v ) {
v2f o;
vec3 normal;
o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
normal = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal );
o.color = vec4( ((normal * 0.500000) + 0.500000), 1.00000);
return o;
}
void main() {
v2f xl_retval;
appdata_base xlt_v;
xlt_v.vertex = vec4( gl_Vertex);
xlt_v.normal = vec3( gl_Normal);
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
xl_retval = vert( xlt_v);
gl_Position = vec4( xl_retval.pos);
gl_FrontColor = vec4( xl_retval.color);
}