mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-12 01:01:30 -05:00
94 lines
2.5 KiB
Text
94 lines
2.5 KiB
Text
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struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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struct Input {
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vec2 uv_MainTex;
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};
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struct v2f_surf {
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vec4 pos;
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vec3 vec;
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vec2 hip_pack0;
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};
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uniform vec4 _LightPositionRange;
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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec4 _Scale;
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uniform float _SquashAmount;
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uniform vec4 _SquashPlaneNormal;
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uniform mat4 _TerrainEngineBendTree;
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vec4 Squash( in vec4 pos );
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void TerrainAnimateTree( inout vec4 pos, in float alpha );
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void treevertex( inout appdata_full v );
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v2f_surf vert_surf( in appdata_full v );
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vec4 Squash( in vec4 pos ) {
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vec3 projectedVertex;
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vec3 planePoint;
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vec3 planeNormal;
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projectedVertex = pos.xyz ;
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planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
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planeNormal = _SquashPlaneNormal.xyz ;
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projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
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pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
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return pos;
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}
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void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
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vec3 bent;
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pos.xyz *= _Scale.xyz ;
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bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
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pos.xyz = mix( pos.xyz , bent, vec3( alpha));
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pos = Squash( pos);
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}
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void treevertex( inout appdata_full v ) {
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TerrainAnimateTree( v.vertex, v.color.w );
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}
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v2f_surf vert_surf( in appdata_full v ) {
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v2f_surf o;
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treevertex( v);
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o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
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o.vec = (( _Object2World * v.vertex ).xyz - _LightPositionRange.xyz );
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o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
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return o;
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}
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attribute vec4 TANGENT;
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void main() {
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v2f_surf xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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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.color = vec4( gl_Color);
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xl_retval = vert_surf( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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gl_TexCoord[0] = vec4( xl_retval.vec, 0.0);
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gl_TexCoord[1] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
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}
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