bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-temps-inES.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

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struct v2f_surf {
highp vec4 pos;
lowp vec2 pack0;
lowp vec3 halfDir;
lowp vec3 lightDir;
lowp vec3 vlight;
};
uniform sampler2D _BumpMap;
uniform lowp vec4 _LightColor0;
uniform sampler2D _MainTex;
uniform lowp float _Shininess;
lowp vec4 frag_surf (in v2f_surf IN) {
lowp vec4 tex;
lowp vec3 Normal;
lowp float diff;
lowp float nh;
lowp float spec;
lowp vec4 c;
tex = texture2D (_MainTex, IN.pack0);
Normal = (texture2D( _BumpMap, IN.pack0).xyz * 2.0) - 1.0;
diff = max (0.0, dot(Normal, IN.lightDir));
nh = max (0.0, dot(Normal, IN.halfDir));
spec = pow(nh, _Shininess) * tex.w;
c.xyz = ((vec3(tex) * ((_LightColor0.xyz * diff) + IN.vlight)) + (_LightColor0.xyz * spec));
c.w = 0.00000;
return c;
}
varying lowp vec2 xlv_TEXCOORD0;
varying lowp vec3 xlv_TEXCOORD1;
varying lowp vec3 xlv_TEXCOORD2;
varying lowp vec3 xlv_TEXCOORD3;
void main() {
lowp vec4 xl_retval;
v2f_surf xlt_IN;
xlt_IN.pos = vec4(0.0);
xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
xlt_IN.halfDir = vec3(xlv_TEXCOORD1);
xlt_IN.lightDir = vec3(xlv_TEXCOORD2);
xlt_IN.vlight = vec3(xlv_TEXCOORD3);
xl_retval = frag_surf(xlt_IN);
gl_FragData[0] = vec4(xl_retval);
}