mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 19:15:37 -05:00
59 lines
1.4 KiB
Text
59 lines
1.4 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 v2f {
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vec4 vertex;
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vec4 uvgrab;
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vec2 uvbump;
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vec2 uvmain;
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};
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struct appdata_t {
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vec4 vertex;
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vec2 texcoord;
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};
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uniform float _BumpAmt;
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uniform sampler2D _BumpMap;
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uniform sampler2D _GrabTexture;
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uniform vec4 _GrabTexture_TexelSize;
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uniform sampler2D _MainTex;
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vec4 UnpackNormal( in vec4 packednormal );
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vec4 frag( in v2f i );
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vec4 UnpackNormal( in vec4 packednormal ) {
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vec4 normal;
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normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
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normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
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return normal;
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}
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vec4 frag( in v2f i ) {
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vec2 bump;
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vec2 offset;
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vec4 col;
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vec4 tint;
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bump = UnpackNormal( texture2D( _BumpMap, i.uvbump)).xy ;
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offset = ((bump * _BumpAmt) * _GrabTexture_TexelSize.xy );
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i.uvgrab.xy = ((offset * i.uvgrab.z ) + i.uvgrab.xy );
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col = texture2DProj( _GrabTexture, i.uvgrab);
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tint = texture2D( _MainTex, i.uvmain);
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return (col * tint);
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.vertex = vec4(0.0);
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xlt_i.uvgrab = vec4( gl_TexCoord[0]);
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xlt_i.uvbump = vec2( gl_TexCoord[1]);
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xlt_i.uvmain = vec2( gl_TexCoord[2]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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