bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Toon_Lighted-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 SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec2 uv_MainTex;
};
struct v2f_surf {
vec4 pos;
float fog;
vec2 hip_pack0;
vec3 normal;
vec3 lightDir;
vec2 _LightCoord;
};
struct appdata_full {
vec4 vertex;
vec4 tangent;
vec3 normal;
vec4 texcoord;
vec4 texcoord1;
vec4 color;
};
uniform vec4 _Color;
uniform vec4 _LightColor0;
uniform sampler2D _LightTexture0;
uniform sampler2D _MainTex;
uniform sampler2D _Ramp;
void surf( in Input IN, inout SurfaceOutput o );
vec4 LightingToonRamp( in SurfaceOutput s, in vec3 lightDir, in float atten );
vec4 frag_surf( in v2f_surf IN );
void surf( in Input IN, inout SurfaceOutput o ) {
vec4 c;
c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
o.Albedo = c.xyz ;
o.Alpha = c.w ;
}
vec4 LightingToonRamp( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
float d;
vec3 ramp;
vec4 c;
d = ((dot( s.Normal, lightDir) * 0.500000) + 0.500000);
ramp = texture2D( _Ramp, vec2( d, d)).xyz ;
c.xyz = (((s.Albedo * _LightColor0.xyz ) * ramp) * (atten * 2.00000));
c.w = 0.000000;
return c;
}
vec4 frag_surf( in v2f_surf IN ) {
Input surfIN;
SurfaceOutput o;
vec3 lightDir;
vec4 c;
surfIN.uv_MainTex = IN.hip_pack0.xy ;
o.Albedo = vec3( 0.000000);
o.Emission = vec3( 0.000000);
o.Specular = 0.000000;
o.Alpha = 0.000000;
o.Gloss = 0.000000;
o.Normal = IN.normal;
surf( surfIN, o);
lightDir = IN.lightDir;
c = LightingToonRamp( o, lightDir, (texture2D( _LightTexture0, IN._LightCoord).w * 1.00000));
c.w = 0.000000;
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 = vec2( gl_TexCoord[0]);
xlt_IN.normal = vec3( gl_TexCoord[1]);
xlt_IN.lightDir = vec3( gl_TexCoord[2]);
xlt_IN._LightCoord = vec2( gl_TexCoord[3]);
xl_retval = frag_surf( xlt_IN);
gl_FragData[0] = vec4( xl_retval);
}