mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
110 lines
3.2 KiB
Text
110 lines
3.2 KiB
Text
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mat3 xll_constructMat3_mf4x4( mat4 m) {
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return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
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}
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struct VertexOutput {
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vec4 pos;
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vec4 tex;
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vec4 posWorld;
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vec3 normalWorld;
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vec4 tangentWorld;
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vec3 extra;
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vec4 _ShadowCoord;
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vec3 lightDir;
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};
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struct VertexInput {
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vec4 vertex;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 tangent;
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};
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uniform vec4 _ProjectionParams;
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uniform vec4 _ScreenParams;
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uniform vec4 _WorldSpaceLightPos0;
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uniform mat4 _Object2World;
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uniform mat4 _World2Object;
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uniform vec4 unity_Scale;
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uniform mat4 glstate_matrix_transpose_modelview0;
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uniform samplerCube _Cube;
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uniform sampler2D _MainTex;
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uniform vec4 _MainTex_ST;
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uniform sampler2D _DetailAlbedoMap;
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uniform vec4 _DetailAlbedoMap_ST;
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uniform sampler2D _AlphaMap;
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uniform sampler2D _Occlusion;
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uniform sampler2D _DetailNormalMap;
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uniform vec4 _DetailNormalMap_ST;
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uniform float _DetailNormalMapScale;
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uniform sampler2D _BumpMap;
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uniform float _BumpScale;
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uniform float _Exposure;
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uniform float _DetailBumpScale;
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uniform float _AlphaTestRef;
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uniform float _DetailBumpTiling;
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uniform vec4 _Color;
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uniform vec4 _SpecularColor;
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uniform sampler2D _SpecGlossMap;
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uniform float _Glossiness;
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uniform vec4 unity_ColorSpaceGrey;
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uniform vec4 _LightColor0;
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uniform samplerCube _SpecCube;
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uniform vec4 unity_LightmapST;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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uniform float _SelfIllumScale;
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uniform sampler2D _SelfIllum;
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vec4 ComputeScreenPos( in vec4 pos ) {
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vec4 o = (pos * 0.5);
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o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
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o.zw = pos.zw;
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return o;
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}
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VertexOutput vert( in VertexInput v ) {
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VertexOutput o;
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o.posWorld = (_Object2World * v.vertex);
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o.pos = (gl_ModelViewProjectionMatrix * v.vertex);
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o.tex = v.texcoord;
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o.tex.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o.tex.zw = ((v.texcoord.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw);
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o.normalWorld = normalize((xll_constructMat3_mf4x4( _Object2World) * v.normal));
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o.tangentWorld = vec4( (xll_constructMat3_mf4x4( _Object2World) * v.tangent.xyz), v.tangent.w);
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o.tangentWorld.xyz = normalize(o.tangentWorld.xyz);
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o._ShadowCoord = ComputeScreenPos( o.pos);
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o.extra.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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o.extra.z = 0.0;
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return o;
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}
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attribute vec4 TANGENT;
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varying vec4 xlv_TEXCOORD0;
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varying vec4 xlv_TEXCOORD1;
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varying vec3 xlv_TEXCOORD2;
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varying vec4 xlv_TEXCOORD3;
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varying vec3 xlv_TEXCOORD4;
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varying vec4 xlv_TEXCOORD5;
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varying vec3 xlv_TEXCOORD7;
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void main() {
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VertexOutput xl_retval;
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VertexInput xlt_v;
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xlt_v.vertex = vec4(gl_Vertex);
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xlt_v.normal = vec3(gl_Normal);
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xlt_v.texcoord = vec4(gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
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xlt_v.tangent = vec4(TANGENT);
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xl_retval = vert( xlt_v);
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gl_Position = vec4(xl_retval.pos);
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xlv_TEXCOORD0 = vec4(xl_retval.tex);
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xlv_TEXCOORD1 = vec4(xl_retval.posWorld);
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xlv_TEXCOORD2 = vec3(xl_retval.normalWorld);
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xlv_TEXCOORD3 = vec4(xl_retval.tangentWorld);
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xlv_TEXCOORD4 = vec3(xl_retval.extra);
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xlv_TEXCOORD5 = vec4(xl_retval._ShadowCoord);
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xlv_TEXCOORD7 = vec3(xl_retval.lightDir);
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}
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