mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
138 lines
4.2 KiB
Text
138 lines
4.2 KiB
Text
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void xll_clip(float x) {
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if ( x<0.0 ) discard;
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}
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float xll_saturate( float x) {
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return clamp( x, 0.0, 1.0);
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}
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vec2 xll_saturate( vec2 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec3 xll_saturate( vec3 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec4 xll_saturate( vec4 x) {
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return clamp( x, 0.0, 1.0);
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}
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mat2 xll_saturate(mat2 m) {
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return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
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}
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mat3 xll_saturate(mat3 m) {
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return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
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}
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mat4 xll_saturate(mat4 m) {
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return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
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}
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struct LeafSurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Translucency;
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float ShadowOffset;
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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_MainTex;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 lightDir;
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vec3 viewDir;
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vec2 _LightCoord;
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};
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uniform sampler2D _BumpSpecMap;
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uniform vec4 _Color;
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uniform float _Cutoff;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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uniform float _ShadowStrength;
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uniform vec3 _TranslucencyColor;
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uniform sampler2D _TranslucencyMap;
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uniform float _TranslucencyViewDependency;
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vec4 UnpackNormal( in vec4 packednormal );
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void surf( in Input IN, inout LeafSurfaceOutput o );
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vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten );
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vec4 xlat_main( in v2f_surf IN );
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vec4 UnpackNormal( in vec4 packednormal ) {
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vec4 normal;
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normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
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normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
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return normal;
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}
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void surf( in Input IN, inout LeafSurfaceOutput o ) {
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vec4 c;
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vec4 trngls;
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vec4 norspc;
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c = texture2D( _MainTex, IN.uv_MainTex);
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o.Albedo = ((c.xyz * _Color.xyz ) * IN.color.w );
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trngls = texture2D( _TranslucencyMap, IN.uv_MainTex);
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o.Translucency = trngls.z ;
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o.Gloss = (trngls.w * _Color.x );
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o.Alpha = c.w ;
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norspc = texture2D( _BumpSpecMap, IN.uv_MainTex);
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o.Specular = norspc.x ;
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o.ShadowOffset = norspc.z ;
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o.Normal = vec3( UnpackNormal( norspc));
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}
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vec4 LightingTreeLeaf( in LeafSurfaceOutput s, in vec3 lightDir, in vec3 viewDir, in float atten ) {
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vec3 h;
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float nl;
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float nh;
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float spec;
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float backContrib;
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vec3 translucencyColor;
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vec4 c;
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h = normalize( (lightDir + viewDir) );
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nl = dot( s.Normal, lightDir);
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nh = max( 0.000000, dot( s.Normal, h));
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spec = (pow( nh, (s.Specular * 128.000)) * s.Gloss);
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backContrib = xll_saturate( dot( viewDir, ( -lightDir )) );
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backContrib = mix( xll_saturate( ( -nl ) ), backContrib, _TranslucencyViewDependency);
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translucencyColor = ((backContrib * s.Translucency) * _TranslucencyColor);
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nl = max( 0.000000, ((nl * 0.600000) + 0.400000));
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c.xyz = (s.Albedo * ((translucencyColor * 2.00000) + nl));
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c.xyz = ((c.xyz * _LightColor0.xyz ) + spec);
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c.xyz *= mix( 2.00000, (atten * 2.00000), _ShadowStrength);
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return c;
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}
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vec4 xlat_main( in v2f_surf IN ) {
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Input surfIN;
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LeafSurfaceOutput o;
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vec3 lightDir;
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vec4 c;
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surfIN.uv_MainTex = IN.hip_pack0.xy ;
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surfIN.color = IN.lop_color;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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surf( surfIN, o);
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xll_clip( (o.Alpha - _Cutoff) );
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lightDir = IN.lightDir;
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c = LightingTreeLeaf( o, lightDir, normalize( vec3( IN.viewDir) ), (texture2D( _LightTexture0, IN._LightCoord).w * 1.00000));
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c.w = o.Alpha;
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return c;
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}
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varying vec2 xlv_TEXCOORD0;
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varying vec4 xlv_COLOR0;
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varying vec3 xlv_TEXCOORD1;
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varying vec3 xlv_TEXCOORD2;
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varying vec2 xlv_TEXCOORD3;
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void main() {
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vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN.hip_pack0 = vec2( xlv_TEXCOORD0);
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xlt_IN.lop_color = vec4( xlv_COLOR0);
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xlt_IN.lightDir = vec3( xlv_TEXCOORD1);
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xlt_IN.viewDir = vec3( xlv_TEXCOORD2);
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xlt_IN._LightCoord = vec2( xlv_TEXCOORD3);
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xl_retval = xlat_main( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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