mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
152 lines
6.5 KiB
Text
152 lines
6.5 KiB
Text
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#version 300 es
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uniform vec4 unity_AmbientGround;
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uniform vec4 unity_AmbientSky;
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uniform vec4 unity_MatrixVP[4];
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uniform vec4 unity_MatrixV[4];
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uniform vec4 glstate_lightmodel_ambient;
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uniform vec4 glstate_matrix_projection[4];
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uniform vec4 unity_LODFade;
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uniform vec4 unity_Scale;
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uniform vec4 _World2Object[4];
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uniform vec4 _Object2World[4];
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uniform vec4 glstate_matrix_invtrans_modelview0[4];
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uniform vec4 glstate_matrix_modelview0[4];
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uniform vec4 glstate_matrix_mvp[4];
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uniform vec4 unity_SHC;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHAb;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SpotDirection[8];
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uniform vec4 unity_LightAtten[8];
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uniform vec4 unity_LightPosition[8];
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uniform vec4 unity_LightColor[8];
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uniform vec4 unity_4LightAtten0;
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uniform vec4 unity_4LightPosZ0;
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uniform vec4 unity_4LightPosY0;
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uniform vec4 unity_4LightPosX0;
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uniform vec4 _LightPositionRange;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 _MainTex_ST;
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uniform vec4 unity_ColorSpaceGrey;
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in vec4 dcl_Input0_POSITION0;
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in vec4 dcl_Input1_NORMAL0;
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in vec4 dcl_Input2_TEXCOORD0;
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out vec4 VtxGeoOutput1_TEXCOORD0;
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out vec4 VtxGeoOutput2_COLOR0;
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vec4 Temp_0;
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vec4 Temp_1;
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vec4 Temp_2;
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vec4 Temp_3;
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int tmpvar_1;
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void main ()
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{
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Temp_0 = (dcl_Input0_POSITION0.yyyy * glstate_matrix_mvp[1]);
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Temp_0 = ((glstate_matrix_mvp[0] * dcl_Input0_POSITION0.xxxx) + Temp_0);
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Temp_0 = ((glstate_matrix_mvp[2] * dcl_Input0_POSITION0.zzzz) + Temp_0);
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vec4 tmpvar_2;
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tmpvar_2 = ((glstate_matrix_mvp[3] * dcl_Input0_POSITION0.wwww) + Temp_0);
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VtxGeoOutput1_TEXCOORD0.xy = ((dcl_Input2_TEXCOORD0.xyxx * _MainTex_ST.xyxx) + _MainTex_ST.zwzz).xy;
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Temp_0.xyz = (dcl_Input0_POSITION0.yyyy * glstate_matrix_modelview0[1].xyzx).xyz;
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Temp_0.xyz = ((glstate_matrix_modelview0[0].xyzx * dcl_Input0_POSITION0.xxxx) + Temp_0.xyzx).xyz;
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Temp_0.xyz = ((glstate_matrix_modelview0[2].xyzx * dcl_Input0_POSITION0.zzzz) + Temp_0.xyzx).xyz;
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Temp_0.xyz = ((glstate_matrix_modelview0[3].xyzx * dcl_Input0_POSITION0.wwww) + Temp_0.xyzx).xyz;
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Temp_1.xyz = (dcl_Input1_NORMAL0.yyyy * glstate_matrix_invtrans_modelview0[1].xyzx).xyz;
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Temp_1.xyz = ((glstate_matrix_invtrans_modelview0[0].xyzx * dcl_Input1_NORMAL0.xxxx) + Temp_1.xyzx).xyz;
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Temp_1.xyz = ((glstate_matrix_invtrans_modelview0[2].xyzx * dcl_Input1_NORMAL0.zzzz) + Temp_1.xyzx).xyz;
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Temp_0.w = dot (Temp_1.xyz, Temp_1.xyz);
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Temp_0.w = inversesqrt(Temp_0.w);
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Temp_1.xyz = (Temp_0.wwww * Temp_1.xyzx).xyz;
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Temp_2.xyz = glstate_lightmodel_ambient.xyz;
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tmpvar_1 = 0;
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Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
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Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
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Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
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Temp_2.w = (1.0/(Temp_2.w));
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Temp_1.w = inversesqrt(Temp_1.w);
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Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
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Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
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Temp_1.w = max (Temp_1.w, 0.0);
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Temp_1.w = (Temp_1.w * Temp_2.w);
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Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + glstate_lightmodel_ambient.xyzx).xyz;
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tmpvar_1++;
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Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
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Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
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Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
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Temp_2.w = (1.0/(Temp_2.w));
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Temp_1.w = inversesqrt(Temp_1.w);
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Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
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Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
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Temp_1.w = max (Temp_1.w, 0.0);
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Temp_1.w = (Temp_1.w * Temp_2.w);
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Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
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tmpvar_1++;
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Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
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Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
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Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
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Temp_2.w = (1.0/(Temp_2.w));
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Temp_1.w = inversesqrt(Temp_1.w);
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Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
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Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
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Temp_1.w = max (Temp_1.w, 0.0);
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Temp_1.w = (Temp_1.w * Temp_2.w);
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Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
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tmpvar_1++;
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Temp_3.xyz = ((-(Temp_0.xyzx) * unity_LightPosition[tmpvar_1].wwww) + unity_LightPosition[tmpvar_1].xyzx).xyz;
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Temp_1.w = dot (Temp_3.xyz, Temp_3.xyz);
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Temp_2.w = ((Temp_1.w * unity_LightAtten[tmpvar_1].z) + 1.0);
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Temp_2.w = (1.0/(Temp_2.w));
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Temp_1.w = inversesqrt(Temp_1.w);
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Temp_3.xyz = (Temp_1.wwww * Temp_3.xyzx).xyz;
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Temp_1.w = dot (Temp_1.xyz, Temp_3.xyz);
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Temp_1.w = max (Temp_1.w, 0.0);
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Temp_1.w = (Temp_1.w * Temp_2.w);
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Temp_2.xyz = ((unity_LightColor[tmpvar_1].xyzx * Temp_1.wwww) + Temp_2.xyzx).xyz;
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tmpvar_1++;
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VtxGeoOutput2_COLOR0.xyz = (Temp_2.xyzx + Temp_2.xyzx).xyz;
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VtxGeoOutput2_COLOR0.w = 1.0;
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gl_Position = tmpvar_2;
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}
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// stats: 87 alu 0 tex 0 flow
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// inputs: 3
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// #0: dcl_Input0_POSITION0 (high float) 4x1 [-1]
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// #1: dcl_Input1_NORMAL0 (high float) 4x1 [-1]
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// #2: dcl_Input2_TEXCOORD0 (high float) 4x1 [-1]
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// uniforms: 32 (total size: 0)
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// #0: unity_AmbientGround (high float) 4x1 [-1]
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// #1: unity_AmbientSky (high float) 4x1 [-1]
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// #2: unity_MatrixVP (high float) 4x1 [4]
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// #3: unity_MatrixV (high float) 4x1 [4]
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// #4: glstate_lightmodel_ambient (high float) 4x1 [-1]
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// #5: glstate_matrix_projection (high float) 4x1 [4]
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// #6: unity_LODFade (high float) 4x1 [-1]
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// #7: unity_Scale (high float) 4x1 [-1]
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// #8: _World2Object (high float) 4x1 [4]
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// #9: _Object2World (high float) 4x1 [4]
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// #10: glstate_matrix_invtrans_modelview0 (high float) 4x1 [4]
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// #11: glstate_matrix_modelview0 (high float) 4x1 [4]
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// #12: glstate_matrix_mvp (high float) 4x1 [4]
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// #13: unity_SHC (high float) 4x1 [-1]
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// #14: unity_SHBb (high float) 4x1 [-1]
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// #15: unity_SHBg (high float) 4x1 [-1]
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// #16: unity_SHBr (high float) 4x1 [-1]
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// #17: unity_SHAb (high float) 4x1 [-1]
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// #18: unity_SHAg (high float) 4x1 [-1]
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// #19: unity_SHAr (high float) 4x1 [-1]
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// #20: unity_SpotDirection (high float) 4x1 [8]
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// #21: unity_LightAtten (high float) 4x1 [8]
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// #22: unity_LightPosition (high float) 4x1 [8]
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// #23: unity_LightColor (high float) 4x1 [8]
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// #24: unity_4LightAtten0 (high float) 4x1 [-1]
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// #25: unity_4LightPosZ0 (high float) 4x1 [-1]
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// #26: unity_4LightPosY0 (high float) 4x1 [-1]
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// #27: unity_4LightPosX0 (high float) 4x1 [-1]
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// #28: _LightPositionRange (high float) 4x1 [-1]
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// #29: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #30: _MainTex_ST (high float) 4x1 [-1]
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// #31: unity_ColorSpaceGrey (high float) 4x1 [-1]
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