mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
37 lines
1.3 KiB
Text
37 lines
1.3 KiB
Text
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform vec4 _ReflectColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform samplerCube _Cube;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 c_3;
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vec3 tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
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vec4 normal_6;
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normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
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vec3 tmpvar_7;
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tmpvar_7 = normalize(gl_TexCoord[1].xyz);
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_LightTexture0, vec2(dot (tmpvar_2, tmpvar_2)));
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vec4 c_9;
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float tmpvar_10;
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tmpvar_10 = (pow (max (0.0, dot (normal_6.xyz, normalize((tmpvar_7 + normalize(gl_TexCoord[2].xyz))))), (_Shininess * 128.0)) * tmpvar_5.w);
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c_9.xyz = (((((tmpvar_5 * _Color).xyz * _LightColor0.xyz) * max (0.0, dot (normal_6.xyz, tmpvar_7))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_10)) * (tmpvar_8.w * 2.0));
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c_9.w = (((textureCube (_Cube, tmpvar_4) * tmpvar_5.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_10) * tmpvar_8.w));
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c_3.xyz = c_9.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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}
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