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

44 lines
905 B
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 v2f {
vec4 vertex;
vec4 color;
vec2 texcoord;
vec2 texgencoord;
};
struct appdata_t {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform sampler2D _GUIClipTexture;
uniform sampler2D _MainTex;
vec4 frag( in v2f i );
vec4 frag( in v2f i ) {
vec4 col;
col.xyz = (texture2D( _MainTex, i.texcoord).xyz * i.color.xyz );
col.w = (i.color.w * texture2D( _GUIClipTexture, i.texgencoord).w );
return col;
}
void main() {
vec4 xl_retval;
v2f xlt_i;
xlt_i.vertex = vec4(0.0);
xlt_i.color = vec4( gl_Color);
xlt_i.texcoord = vec2( gl_TexCoord[0]);
xlt_i.texgencoord = vec2( gl_TexCoord[1]);
xl_retval = frag( xlt_i);
gl_FragData[0] = vec4( xl_retval);
}