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

129 lines
3.4 KiB
Plaintext

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;
vec3 viewDir;
};
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 float _Parallax;
uniform sampler2D _ParallaxMap;
uniform sampler2D _ShadowMapTexture;
float unitySampleShadow( in vec4 shadowCoord );
vec4 UnpackNormal( in vec4 packednormal );
vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir );
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, 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;
}
vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ) {
vec3 v;
h = ((h * height) - (height / 2.00000));
v = normalize( viewDir );
v.z += 0.420000;
return (h * (v.xy / v.z ));
}
void surf( in Input IN, inout SurfaceOutput o ) {
float h;
vec2 offset;
vec4 c;
h = texture2D( _ParallaxMap, IN.uv_BumpMap).w ;
offset = ParallaxOffset( h, _Parallax, IN.viewDir);
IN.uv_MainTex += offset;
IN.uv_BumpMap += offset;
c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
o.Albedo = c.xyz ;
o.Alpha = c.w ;
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
}
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
float diff;
vec4 c;
diff = max( 0.000000, dot( s.Normal, lightDir));
c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
c.w = s.Alpha;
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 ;
surfIN.viewDir = IN.viewDir;
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 = LightingLambert( o, IN.lightDir, 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);
}