mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
188 lines
4 KiB
Text
188 lines
4 KiB
Text
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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 Input {
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vec2 uv_Decal;
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vec2 uv_DecalBump;
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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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vec4 hip_pack0;
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vec3 lightDir;
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vec3 vlight;
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vec4 _ShadowCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _ShadowMapTexture;
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uniform vec4 _LightColor0;
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uniform sampler2D _DecalBump;
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uniform sampler2D _Decal;
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float unitySampleShadow (
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in vec4 shadowCoord_1
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)
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{
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float shadow_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3.x;
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shadow_2 = tmpvar_4;
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return shadow_2;
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}
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vec4 UnpackNormal (
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in vec4 packednormal_5
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)
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{
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vec4 normal_6;
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vec2 tmpvar_7;
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tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0);
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normal_6.xy = tmpvar_7.xy.xy;
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float tmpvar_8;
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tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
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float tmpvar_9;
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tmpvar_9 = tmpvar_8;
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normal_6.z = vec3(tmpvar_9).z;
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return normal_6;
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}
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void surf (
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in Input IN_10,
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inout SurfaceOutput o_11
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)
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{
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_Decal, IN_10.uv_Decal);
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vec3 tmpvar_13;
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tmpvar_13 = (tmpvar_12.xyz * 0.5);
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o_11.Albedo = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = texture2D (_DecalBump, IN_10.uv_DecalBump);
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vec4 tmpvar_15;
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tmpvar_15 = UnpackNormal (tmpvar_14);
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vec3 tmpvar_16;
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tmpvar_16 = tmpvar_15.xyz;
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vec3 tmpvar_17;
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tmpvar_17 = tmpvar_16;
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o_11.Normal = tmpvar_17;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_18,
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in vec3 lightDir_19,
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in float atten_20
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)
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{
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vec4 c_21;
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float diff_22;
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float tmpvar_23;
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tmpvar_23 = dot (s_18.Normal, lightDir_19);
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float tmpvar_24;
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tmpvar_24 = max (0.0, tmpvar_23);
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float tmpvar_25;
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tmpvar_25 = tmpvar_24;
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diff_22 = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0));
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c_21.xyz = tmpvar_26.xyz.xyz;
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float tmpvar_27;
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tmpvar_27 = s_18.Alpha;
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c_21.w = vec4(tmpvar_27).w;
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return c_21;
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}
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vec4 frag_surf (
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in v2f_surf IN_28
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)
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{
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vec4 c_29;
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float atten_30;
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SurfaceOutput o_31;
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Input surfIN_32;
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vec2 tmpvar_33;
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tmpvar_33 = IN_28.hip_pack0.xy;
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surfIN_32.uv_Decal = tmpvar_33;
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vec2 tmpvar_34;
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tmpvar_34 = IN_28.hip_pack0.zw;
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surfIN_32.uv_DecalBump = tmpvar_34;
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vec3 tmpvar_35;
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tmpvar_35 = vec3(0.0, 0.0, 0.0);
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o_31.Albedo = tmpvar_35;
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vec3 tmpvar_36;
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tmpvar_36 = vec3(0.0, 0.0, 0.0);
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o_31.Emission = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = 0.0;
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o_31.Specular = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = 0.0;
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o_31.Alpha = tmpvar_38;
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float tmpvar_39;
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tmpvar_39 = 0.0;
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o_31.Gloss = tmpvar_39;
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surf (surfIN_32, o_31);
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float tmpvar_40;
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tmpvar_40 = unitySampleShadow (IN_28._ShadowCoord);
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float tmpvar_41;
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tmpvar_41 = tmpvar_40;
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atten_30 = tmpvar_41;
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vec4 tmpvar_42;
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tmpvar_42 = LightingLambert (o_31, IN_28.lightDir, atten_30);
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vec4 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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c_29 = tmpvar_43;
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vec3 tmpvar_44;
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tmpvar_44 = (c_29.xyz + (o_31.Albedo * IN_28.vlight));
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c_29.xyz = tmpvar_44.xyz.xyz;
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return c_29;
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}
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void main ()
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{
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v2f_surf xlt_IN_45;
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vec4 xl_retval_46;
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vec4 tmpvar_47;
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tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_45.pos = tmpvar_47;
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float tmpvar_48;
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tmpvar_48 = xlv_FOG.x;
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xlt_IN_45.fog = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_45.hip_pack0 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_TexCoord[1].xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_IN_45.lightDir = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = gl_TexCoord[2].xyz;
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vec3 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_IN_45.vlight = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xlt_IN_45._ShadowCoord = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = frag_surf (xlt_IN_45);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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xl_retval_46 = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = xl_retval_46.xyzw;
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vec4 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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gl_FragData[0] = tmpvar_60;
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}
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