mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
95 lines
2.1 KiB
Text
95 lines
2.1 KiB
Text
|
void xll_clip(float x) {
|
||
|
if ( x<0.0 ) discard;
|
||
|
}
|
||
|
struct v2f_vertex_lit {
|
||
|
vec2 uv;
|
||
|
vec4 diff;
|
||
|
vec4 spec;
|
||
|
};
|
||
|
struct v2f_img {
|
||
|
vec4 pos;
|
||
|
vec2 uv;
|
||
|
};
|
||
|
struct appdata_img {
|
||
|
vec4 vertex;
|
||
|
vec2 texcoord;
|
||
|
};
|
||
|
struct SurfaceOutput {
|
||
|
vec3 Albedo;
|
||
|
vec3 Normal;
|
||
|
vec3 Emission;
|
||
|
float Specular;
|
||
|
float Gloss;
|
||
|
float Alpha;
|
||
|
};
|
||
|
struct appdata_full {
|
||
|
vec4 vertex;
|
||
|
vec4 tangent;
|
||
|
vec3 normal;
|
||
|
vec4 texcoord;
|
||
|
vec4 texcoord1;
|
||
|
vec4 color;
|
||
|
};
|
||
|
struct Input {
|
||
|
vec2 uv_MainTex;
|
||
|
vec4 color;
|
||
|
};
|
||
|
struct v2f_surf {
|
||
|
vec4 pos;
|
||
|
float fog;
|
||
|
vec2 hip_pack0;
|
||
|
vec4 lop_color;
|
||
|
vec4 hip_screen;
|
||
|
};
|
||
|
uniform float _Cutoff;
|
||
|
uniform sampler2D _LightBuffer;
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform vec4 unity_Ambient;
|
||
|
void surf( in Input IN, inout SurfaceOutput o );
|
||
|
vec4 LightingLambert_PrePass( in SurfaceOutput s, in vec4 light );
|
||
|
vec4 frag_surf( in v2f_surf IN );
|
||
|
void surf( in Input IN, inout SurfaceOutput o ) {
|
||
|
vec4 c;
|
||
|
c = (texture2D( _MainTex, IN.uv_MainTex) * IN.color);
|
||
|
o.Albedo = c.xyz ;
|
||
|
o.Alpha = c.w ;
|
||
|
}
|
||
|
vec4 LightingLambert_PrePass( in SurfaceOutput s, in vec4 light ) {
|
||
|
vec4 c;
|
||
|
c.xyz = (s.Albedo * light.xyz );
|
||
|
c.w = s.Alpha;
|
||
|
return c;
|
||
|
}
|
||
|
vec4 frag_surf( in v2f_surf IN ) {
|
||
|
Input surfIN;
|
||
|
SurfaceOutput o;
|
||
|
vec4 light;
|
||
|
vec4 col;
|
||
|
surfIN.uv_MainTex = IN.hip_pack0.xy ;
|
||
|
surfIN.color = IN.lop_color;
|
||
|
o.Albedo = vec3( 0.000000);
|
||
|
o.Emission = vec3( 0.000000);
|
||
|
o.Specular = 0.000000;
|
||
|
o.Alpha = 0.000000;
|
||
|
o.Gloss = 0.000000;
|
||
|
surf( surfIN, o);
|
||
|
xll_clip( (o.Alpha - _Cutoff) );
|
||
|
light = texture2DProj( _LightBuffer, IN.hip_screen);
|
||
|
light = ( -log2( light ) );
|
||
|
light.xyz += unity_Ambient.xyz ;
|
||
|
col = LightingLambert_PrePass( o, light);
|
||
|
return col;
|
||
|
}
|
||
|
varying vec4 xlv_FOG;
|
||
|
void main() {
|
||
|
vec4 xl_retval;
|
||
|
v2f_surf xlt_IN;
|
||
|
xlt_IN.pos = vec4(0.0);
|
||
|
xlt_IN.fog = float( xlv_FOG);
|
||
|
xlt_IN.hip_pack0 = vec2( gl_TexCoord[0]);
|
||
|
xlt_IN.lop_color = vec4( gl_Color);
|
||
|
xlt_IN.hip_screen = vec4( gl_TexCoord[1]);
|
||
|
xl_retval = frag_surf( xlt_IN);
|
||
|
gl_FragData[0] = vec4( xl_retval);
|
||
|
}
|