mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
84 lines
2 KiB
Text
84 lines
2 KiB
Text
|
#version 300 es
|
||
|
|
||
|
uniform mat4 glstate_matrix_mvp;
|
||
|
|
||
|
in highp vec4 attrVertex;
|
||
|
in mediump vec3 attrNormal;
|
||
|
in mediump vec4 attrTangent;
|
||
|
|
||
|
mat3 xll_transpose(mat3 m) {
|
||
|
return mat3( m[0][0], m[1][0], m[2][0],
|
||
|
m[0][1], m[1][1], m[2][1],
|
||
|
m[0][2], m[1][2], m[2][2]);
|
||
|
}
|
||
|
|
||
|
mat3 xll_constructMat3(mat4 m) {
|
||
|
return mat3(vec3(m[0]), vec3(m[1]), vec3(m[2]));
|
||
|
}
|
||
|
|
||
|
struct v2f_surf {
|
||
|
highp vec4 pos;
|
||
|
lowp vec3 lightDir;
|
||
|
lowp vec3 viewDir;
|
||
|
lowp vec3 worldN;
|
||
|
};
|
||
|
|
||
|
struct appdata {
|
||
|
highp vec4 vertex;
|
||
|
mediump vec4 tangent;
|
||
|
mediump vec3 normal;
|
||
|
};
|
||
|
|
||
|
uniform highp mat4 _Object2World;
|
||
|
uniform highp mat4 _World2Object;
|
||
|
uniform highp vec3 _WorldSpaceCameraPos;
|
||
|
uniform lowp vec4 _WorldSpaceLightPos0;
|
||
|
|
||
|
uniform highp vec4 unity_Scale;
|
||
|
|
||
|
highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
|
||
|
highp vec3 objSpaceCameraPos = (_World2Object * vec4(_WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w;
|
||
|
return objSpaceCameraPos - v.xyz;
|
||
|
}
|
||
|
|
||
|
highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
|
||
|
highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
|
||
|
return objSpaceLightPos.xyz;
|
||
|
}
|
||
|
|
||
|
v2f_surf vert_surf (in appdata v) {
|
||
|
v2f_surf o;
|
||
|
o.pos = glstate_matrix_mvp * v.vertex;
|
||
|
|
||
|
highp vec3 worldN = xll_constructMat3(_Object2World) * v.normal;
|
||
|
o.worldN = worldN;
|
||
|
|
||
|
mediump vec3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w;
|
||
|
mediump mat3 rotation = xll_transpose (mat3(v.tangent.xyz, binormal, v.normal));
|
||
|
|
||
|
mediump vec3 lightDir = rotation * ObjSpaceLightDir(v.vertex);
|
||
|
o.lightDir = lightDir;
|
||
|
|
||
|
highp vec3 viewDirForLight = rotation * ObjSpaceViewDir(v.vertex);
|
||
|
o.viewDir = normalize( (lightDir + normalize( viewDirForLight )) );
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
out lowp vec3 varWorldN;
|
||
|
out lowp vec3 varLightDir;
|
||
|
out lowp vec3 varViewDir;
|
||
|
|
||
|
void main() {
|
||
|
appdata v;
|
||
|
v.vertex = attrVertex;
|
||
|
v.tangent = attrTangent;
|
||
|
v.normal = attrNormal;
|
||
|
|
||
|
v2f_surf rv = vert_surf(v);
|
||
|
|
||
|
gl_Position = rv.pos;
|
||
|
varWorldN = rv.worldN;
|
||
|
varLightDir = rv.lightDir;
|
||
|
varViewDir = rv.viewDir;
|
||
|
}
|