mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
43 lines
1 KiB
Text
43 lines
1 KiB
Text
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struct appdata_full {
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vec4 vertex;
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vec3 normal;
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};
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struct v2f {
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vec4 pos;
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vec3 backContrib;
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vec3 nl;
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};
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uniform vec3 _TerrainTreeLightDirections[4];
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uniform float _TranslucencyViewDependency;
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v2f vert(in appdata_full v)
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{
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v2f o;
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vec3 viewDir;
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o.pos = v.vertex;
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viewDir = v.vertex.xyz;
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// Do we unroll this loop?
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// At some point we didn't since the loop body was deemed "too large"
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for (int j = 0; j < 3; j++)
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{
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vec3 lightDir = _TerrainTreeLightDirections[j];
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float nl = dot(v.normal, lightDir);
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float backContrib = dot(viewDir, -lightDir);
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o.backContrib[ j ] = mix(-nl, backContrib, _TranslucencyViewDependency);
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o.nl[ j ] = max(0.0, (nl * 0.6) + 0.4);
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}
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return o;
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}
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void main() {
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v2f xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = gl_Vertex;
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xlt_v.normal = gl_Normal;
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xl_retval = vert(xlt_v);
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gl_Position = xl_retval.pos;
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gl_TexCoord[2] = vec4(xl_retval.backContrib, 0.0);
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gl_TexCoord[3] = vec4(xl_retval.nl, 0.0);
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}
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