mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
147 lines
4.3 KiB
Text
147 lines
4.3 KiB
Text
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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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mat3 xll_constructMat3( mat4 m) {
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return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
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}
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struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct v2f {
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vec4 pos;
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vec4 uv;
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vec3 ray;
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};
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struct appdata {
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vec4 vertex;
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vec3 texcoord;
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};
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uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
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uniform vec4 _LightColor;
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uniform vec4 _LightPos;
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uniform vec4 _LightPositionRange;
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uniform vec4 _LightShadowData;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform vec4 _ProjectionParams;
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uniform samplerCube _ShadowMapTexture;
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uniform mat4 _View2Shadow;
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uniform mat4 _ViewToCookie;
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uniform vec4 _ZBufferParams;
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uniform vec4 unity_LightmapFade;
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float Luminance( in vec3 c );
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float Linear01Depth( in float z );
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float DecodeFloatRGBA( in vec4 enc );
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float SampleCubeDistance( in vec3 vec );
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float unitySampleShadow( in vec3 vec, in float mydist );
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float ComputeShadow( in vec3 vec, in vec2 uv );
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vec4 frag( in v2f i );
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float Luminance( in vec3 c ) {
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return dot( c, vec3( 0.220000, 0.707000, 0.0710000));
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}
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float Linear01Depth( in float z ) {
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return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
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}
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float DecodeFloatRGBA( in vec4 enc ) {
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vec4 kDecodeDot = vec4( 1.00000, 0.00392157, 1.53787e-005, 6.22737e-009);
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return dot( enc, kDecodeDot);
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}
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float SampleCubeDistance( in vec3 vec ) {
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vec4 packDist;
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packDist = textureCube( _ShadowMapTexture, vec);
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return DecodeFloatRGBA( packDist);
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}
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float unitySampleShadow( in vec3 vec, in float mydist ) {
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float dist;
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dist = SampleCubeDistance( vec);
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return ( (dist < mydist) ) ? ( _LightShadowData.x ) : ( 1.00000 );
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}
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float ComputeShadow( in vec3 vec, in vec2 uv ) {
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float fade;
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float mydist;
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fade = ((vec.z * _LightShadowData.z ) + _LightShadowData.w );
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fade = xll_saturate( fade );
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vec = ( xll_constructMat3( _View2Shadow) * vec );
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mydist = (length( vec ) * _LightPositionRange.w );
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mydist *= 0.970000;
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return unitySampleShadow( vec, mydist);
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return 1.00000;
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}
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vec4 frag( in v2f i ) {
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vec2 uv;
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vec4 nspec;
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vec3 normal;
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float depth;
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vec3 vpos;
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vec3 tolight;
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vec3 lightDir;
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float att;
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float atten;
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float diff;
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vec3 h;
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float spec;
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vec4 res;
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float fade;
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i.ray = (i.ray * (_ProjectionParams.z / i.ray.z ));
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uv = (i.uv.xy / i.uv.w );
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nspec = texture2D( _CameraNormalsTexture, uv);
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normal = ((nspec.xyz * 2.00000) - 1.00000);
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normal = normalize( normal );
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depth = texture2D( _CameraDepthTexture, uv).x ;
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depth = Linear01Depth( depth);
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vpos = (i.ray * depth);
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tolight = (_LightPos.xyz - vpos);
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lightDir = normalize( tolight );
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att = (dot( tolight, tolight) * _LightPos.w );
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atten = texture2D( _LightTextureB0, vec2( vec2( att))).w ;
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atten *= ComputeShadow( ( -tolight ), uv);
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atten *= textureCube( _LightTexture0, ( _ViewToCookie * vec4( vpos, 1.00000) ).xyz ).w ;
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diff = max( 0.000000, dot( lightDir, normal));
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h = normalize( (lightDir - normalize( vpos )) );
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spec = pow( max( 0.000000, dot( h, normal)), (nspec.w * 128.000));
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spec *= xll_saturate( atten );
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res.xyz = (_LightColor.xyz * (diff * atten));
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res.w = (spec * Luminance( _LightColor.xyz ));
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fade = ((vpos.z * unity_LightmapFade.z ) + unity_LightmapFade.w );
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res *= xll_saturate( (1.00000 - fade) );
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return exp2( ( -res ) );
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec4( gl_TexCoord[0]);
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xlt_i.ray = vec3( gl_TexCoord[1]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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