mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
162 lines
4.4 KiB
Text
162 lines
4.4 KiB
Text
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void xll_clip(float x) {
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if ( x<0.0 ) discard;
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}
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float xll_saturate( float x) {
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return clamp( x, 0.0, 1.0);
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}
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vec2 xll_saturate( vec2 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec3 xll_saturate( vec3 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec4 xll_saturate( vec4 x) {
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return clamp( x, 0.0, 1.0);
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}
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mat2 xll_saturate(mat2 m) {
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return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
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}
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mat3 xll_saturate(mat3 m) {
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return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
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}
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mat4 xll_saturate(mat4 m) {
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return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
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}
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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 LeafSurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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vec3 Translucency;
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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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vec4 color;
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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 lop_color;
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vec3 lightDir;
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vec3 viewDir;
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vec3 _LightCoord;
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};
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uniform sampler2D _BumpSpecMap;
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uniform float _Cutoff;
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform sampler2D _TranslucencyMap;
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vec4 UnpackNormal( in vec4 packednormal );
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void surf( in Input IN, inout LeafSurfaceOutput o );
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vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten );
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vec4 frag_surf( in v2f_surf IN );
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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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void surf( in Input IN, inout LeafSurfaceOutput o ) {
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vec4 c;
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vec4 trngls;
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vec4 norspc;
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c = texture2D( _MainTex, IN.uv_MainTex);
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o.Albedo = (c.xyz * IN.color.xyz );
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trngls = texture2D( _TranslucencyMap, IN.uv_MainTex);
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o.Translucency = trngls.xyz ;
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o.Gloss = trngls.w ;
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o.Alpha = (c.w * IN.color.w );
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norspc = texture2D( _BumpSpecMap, IN.uv_MainTex);
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o.Specular = norspc.x ;
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o.Normal = vec3( UnpackNormal( norspc));
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}
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vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) {
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vec3 h;
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float diff;
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float nh;
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float spec;
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float trans;
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vec3 translucencyColor;
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vec3 col;
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vec4 c;
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h = normalize( (lightDir + viewDir) );
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diff = dot( s.Normal, lightDir);
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nh = max( 0.000000, dot( s.Normal, h));
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spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss);
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trans = max( 0.000000, ( -diff ));
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translucencyColor = ((s.Translucency * trans) * 2.00000);
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diff = max( 0.000000, ((diff * 0.500000) + 0.500000));
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col = (s.Albedo * (diff + translucencyColor));
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col += (spec * (1.00000 - xll_saturate( ceil( trans ) )));
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col *= _LightColor0.xyz ;
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c.xyz = (col * (atten * 2.00000));
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return c;
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}
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vec4 frag_surf( in v2f_surf IN ) {
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Input surfIN;
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LeafSurfaceOutput o;
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vec3 lightDir;
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vec4 c;
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surfIN.uv_MainTex = IN.hip_pack0.xy ;
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surfIN.color = IN.lop_color;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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surf( surfIN, o);
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xll_clip( (o.Alpha - _Cutoff) );
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lightDir = IN.lightDir;
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lightDir = normalize( lightDir );
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c = LightingTreeLeaf( o, lightDir, normalize( vec3( IN.viewDir) ), (texture2D( _LightTextureB0, vec2( vec2( dot( IN._LightCoord, IN._LightCoord)))).w * textureCube( _LightTexture0, IN._LightCoord).w ));
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c.w = o.Alpha;
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return c;
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}
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varying vec4 xlv_FOG;
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void main() {
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vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN.fog = float( xlv_FOG);
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xlt_IN.hip_pack0 = vec2( gl_TexCoord[0]);
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xlt_IN.lop_color = vec4( gl_Color);
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xlt_IN.lightDir = vec3( gl_TexCoord[1]);
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xlt_IN.viewDir = vec3( gl_TexCoord[2]);
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xlt_IN._LightCoord = vec3( gl_TexCoord[3]);
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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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