mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
164 lines
3.4 KiB
Text
164 lines
3.4 KiB
Text
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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 Input {
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vec2 uv_MainTex;
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vec2 uv_BumpMap;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 hip_screen;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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void surf (
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in Input IN_6,
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inout SurfaceOutput o_7
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)
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{
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vec4 c_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * _Color);
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c_8 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = c_8.xyz;
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o_7.Albedo = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = c_8.w;
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o_7.Alpha = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13 = texture2D (_BumpMap, IN_6.uv_BumpMap);
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vec4 tmpvar_14;
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tmpvar_14 = UnpackNormal (tmpvar_13);
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vec3 tmpvar_15;
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tmpvar_15 = tmpvar_14.xyz;
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vec3 tmpvar_16;
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tmpvar_16 = tmpvar_15;
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o_7.Normal = tmpvar_16;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_17,
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in vec4 light_18
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)
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{
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vec4 c_19;
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vec3 tmpvar_20;
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tmpvar_20 = (s_17.Albedo * light_18.xyz);
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c_19.xyz = tmpvar_20.xyz.xyz;
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float tmpvar_21;
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tmpvar_21 = s_17.Alpha;
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c_19.w = vec4(tmpvar_21).w;
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return c_19;
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}
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vec4 frag_surf (
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in v2f_surf IN_22
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)
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{
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vec4 col_23;
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vec4 light_24;
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SurfaceOutput o_25;
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Input surfIN_26;
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vec2 tmpvar_27;
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tmpvar_27 = IN_22.hip_pack0.xy;
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surfIN_26.uv_MainTex = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = vec3(0.0, 0.0, 0.0);
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o_25.Albedo = tmpvar_28;
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vec3 tmpvar_29;
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tmpvar_29 = vec3(0.0, 0.0, 0.0);
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o_25.Emission = tmpvar_29;
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float tmpvar_30;
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tmpvar_30 = 0.0;
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o_25.Specular = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = 0.0;
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o_25.Alpha = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = 0.0;
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o_25.Gloss = tmpvar_32;
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surf (surfIN_26, o_25);
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vec4 tmpvar_33;
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tmpvar_33 = texture2DProj (_LightBuffer, IN_22.hip_screen);
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vec4 tmpvar_34;
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tmpvar_34 = tmpvar_33;
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light_24 = tmpvar_34;
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vec4 tmpvar_35;
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tmpvar_35 = log2 (light_24);
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vec4 tmpvar_36;
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tmpvar_36 = -(tmpvar_35);
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light_24 = tmpvar_36;
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vec3 tmpvar_37;
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tmpvar_37 = (light_24.xyz + unity_Ambient.xyz);
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light_24.xyz = tmpvar_37.xyz.xyz;
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vec4 tmpvar_38;
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tmpvar_38 = LightingLambert_PrePass (o_25, light_24);
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vec4 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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col_23 = tmpvar_39;
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return col_23;
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}
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void main ()
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{
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v2f_surf xlt_IN_40;
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vec4 xl_retval_41;
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vec4 tmpvar_42;
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tmpvar_42 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_40.pos = tmpvar_42;
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float tmpvar_43;
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tmpvar_43 = xlv_FOG.x;
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xlt_IN_40.fog = tmpvar_43;
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vec2 tmpvar_44;
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tmpvar_44 = gl_TexCoord[0].xy;
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vec2 tmpvar_45;
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tmpvar_45 = tmpvar_44;
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xlt_IN_40.hip_pack0 = tmpvar_45;
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vec4 tmpvar_46;
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tmpvar_46 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_47;
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tmpvar_47 = tmpvar_46;
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xlt_IN_40.hip_screen = tmpvar_47;
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vec4 tmpvar_48;
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tmpvar_48 = frag_surf (xlt_IN_40);
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vec4 tmpvar_49;
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tmpvar_49 = tmpvar_48;
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xl_retval_41 = tmpvar_49;
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vec4 tmpvar_50;
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tmpvar_50 = xl_retval_41.xyzw;
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vec4 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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gl_FragData[0] = tmpvar_51;
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}
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