mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
76 lines
1.7 KiB
Text
76 lines
1.7 KiB
Text
|
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 v2f {
|
||
|
vec4 pos;
|
||
|
float fog;
|
||
|
vec2 uv;
|
||
|
vec2 uv2;
|
||
|
vec3 I;
|
||
|
vec3 TtoW0;
|
||
|
vec3 TtoW1;
|
||
|
vec3 TtoW2;
|
||
|
};
|
||
|
struct appdata_tan {
|
||
|
vec4 vertex;
|
||
|
vec4 tangent;
|
||
|
vec3 normal;
|
||
|
vec4 texcoord;
|
||
|
};
|
||
|
uniform sampler2D _BumpMap;
|
||
|
uniform samplerCube _Cube;
|
||
|
uniform sampler2D _MainTex;
|
||
|
uniform vec4 _ReflectColor;
|
||
|
|
||
|
vec4 UnpackNormal( in vec4 packednormal );
|
||
|
vec4 frag( in v2f i );
|
||
|
vec4 UnpackNormal( in vec4 packednormal ) {
|
||
|
vec4 normal;
|
||
|
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
|
||
|
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
|
||
|
return normal;
|
||
|
}
|
||
|
vec4 frag( in v2f i ) {
|
||
|
vec4 normal;
|
||
|
vec4 texcol;
|
||
|
vec3 wn;
|
||
|
vec3 r;
|
||
|
vec4 c;
|
||
|
vec4 reflcolor;
|
||
|
normal = UnpackNormal( texture2D( _BumpMap, i.uv2));
|
||
|
texcol = texture2D( _MainTex, i.uv);
|
||
|
wn.x = dot( i.TtoW0, normal.xyz );
|
||
|
wn.y = dot( i.TtoW1, normal.xyz );
|
||
|
wn.z = dot( i.TtoW2, normal.xyz );
|
||
|
r = reflect( i.I, wn);
|
||
|
c = (gl_LightModel.ambient * texcol);
|
||
|
c.xyz *= 2.00000;
|
||
|
reflcolor = ((textureCube( _Cube, r) * _ReflectColor) * texcol.w );
|
||
|
return (c + reflcolor);
|
||
|
}
|
||
|
varying vec4 xlv_FOG;
|
||
|
void main() {
|
||
|
vec4 xl_retval;
|
||
|
v2f xlt_i;
|
||
|
xlt_i.pos = vec4(0.0);
|
||
|
xlt_i.fog = float( xlv_FOG);
|
||
|
xlt_i.uv = vec2( gl_TexCoord[0]);
|
||
|
xlt_i.uv2 = vec2( gl_TexCoord[1]);
|
||
|
xlt_i.I = vec3( gl_TexCoord[2]);
|
||
|
xlt_i.TtoW0 = vec3( gl_TexCoord[3]);
|
||
|
xlt_i.TtoW1 = vec3( gl_TexCoord[4]);
|
||
|
xlt_i.TtoW2 = vec3( gl_TexCoord[5]);
|
||
|
xl_retval = frag( xlt_i);
|
||
|
gl_FragData[0] = vec4( xl_retval);
|
||
|
}
|