mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
176 lines
5.4 KiB
Text
176 lines
5.4 KiB
Text
|
struct v2f_vertex_lit {
|
||
|
vec2 uv;
|
||
|
vec4 diff;
|
||
|
vec4 spec;
|
||
|
};
|
||
|
struct v2f_img {
|
||
|
vec4 pos;
|
||
|
vec2 uv;
|
||
|
};
|
||
|
struct appdata_img {
|
||
|
vec4 vertex;
|
||
|
vec2 texcoord;
|
||
|
};
|
||
|
struct SurfaceOutput {
|
||
|
vec3 Albedo;
|
||
|
vec3 Normal;
|
||
|
vec3 Emission;
|
||
|
float Specular;
|
||
|
float Gloss;
|
||
|
float Alpha;
|
||
|
};
|
||
|
struct appdata_full {
|
||
|
vec4 vertex;
|
||
|
vec4 tangent;
|
||
|
vec3 normal;
|
||
|
vec4 texcoord;
|
||
|
vec4 texcoord1;
|
||
|
vec4 color;
|
||
|
};
|
||
|
struct LeafSurfaceOutput {
|
||
|
vec3 Albedo;
|
||
|
vec3 Normal;
|
||
|
vec3 Emission;
|
||
|
vec3 Translucency;
|
||
|
float Specular;
|
||
|
float Gloss;
|
||
|
float Alpha;
|
||
|
};
|
||
|
struct Input {
|
||
|
vec2 uv_MainTex;
|
||
|
vec4 color;
|
||
|
};
|
||
|
struct v2f_surf {
|
||
|
vec4 pos;
|
||
|
float fog;
|
||
|
vec2 hip_pack0;
|
||
|
vec4 lop_color;
|
||
|
vec3 lightDir;
|
||
|
vec3 viewDir;
|
||
|
vec3 _LightCoord;
|
||
|
};
|
||
|
uniform vec4 _Color;
|
||
|
uniform mat4 _LightMatrix0;
|
||
|
uniform vec4 _MainTex_ST;
|
||
|
uniform mat4 _Object2World;
|
||
|
uniform vec4 _Scale;
|
||
|
uniform float _SquashAmount;
|
||
|
uniform vec4 _SquashPlaneNormal;
|
||
|
uniform float _TimeX;
|
||
|
uniform vec4 _Wind;
|
||
|
uniform mat4 _World2Object;
|
||
|
uniform vec3 _WorldSpaceCameraPos;
|
||
|
uniform vec4 _WorldSpaceLightPos0;
|
||
|
|
||
|
uniform vec4 unity_Scale;
|
||
|
vec4 Squash( in vec4 pos );
|
||
|
vec4 TriangleWave( in vec4 x );
|
||
|
vec4 SmoothCurve( in vec4 x );
|
||
|
vec4 SmoothTriangleWave( in vec4 x );
|
||
|
vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams );
|
||
|
void TreeVertBark( inout appdata_full v );
|
||
|
void PositionFog( in vec4 v, out vec4 pos, out float fog );
|
||
|
vec3 ObjSpaceViewDir( in vec4 v );
|
||
|
vec3 ObjSpaceLightDir( in vec4 v );
|
||
|
v2f_surf vert_surf( in appdata_full v );
|
||
|
vec4 Squash( in vec4 pos ) {
|
||
|
vec3 projectedVertex;
|
||
|
vec3 planePoint;
|
||
|
vec3 planeNormal;
|
||
|
projectedVertex = pos.xyz ;
|
||
|
planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
|
||
|
planeNormal = _SquashPlaneNormal.xyz ;
|
||
|
projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
|
||
|
pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
|
||
|
return pos;
|
||
|
}
|
||
|
vec4 TriangleWave( in vec4 x ) {
|
||
|
return abs( ((fract( (x + 0.500000) ) * 2.00000) - 1.00000) );
|
||
|
}
|
||
|
vec4 SmoothCurve( in vec4 x ) {
|
||
|
return ((x * x) * (3.00000 - (2.00000 * x)));
|
||
|
}
|
||
|
vec4 SmoothTriangleWave( in vec4 x ) {
|
||
|
return SmoothCurve( TriangleWave( x));
|
||
|
}
|
||
|
vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ) {
|
||
|
float fDetailAmp = 0.100000;
|
||
|
float fBranchAmp = 0.300000;
|
||
|
float fObjPhase;
|
||
|
float fBranchPhase;
|
||
|
float fVtxPhase;
|
||
|
vec2 vWavesIn;
|
||
|
vec4 vWaves;
|
||
|
vec2 vWavesSum;
|
||
|
vec3 bend;
|
||
|
fObjPhase = dot( _Object2World[ 3 ].xyz , vec3( 1.00000));
|
||
|
fBranchPhase = (fObjPhase + animParams.x );
|
||
|
fVtxPhase = dot( pos.xyz , vec3( (animParams.y + fBranchPhase)));
|
||
|
vWavesIn = (_TimeX + vec2( fVtxPhase, fBranchPhase));
|
||
|
vWaves = ((fract( (vWavesIn.xxyy * vec4( 1.97500, 0.793000, 0.375000, 0.193000)) ) * 2.00000) - 1.00000);
|
||
|
vWaves = SmoothTriangleWave( vWaves);
|
||
|
vWavesSum = (vWaves.xz + vWaves.yw );
|
||
|
bend = ((animParams.y * fDetailAmp) * normal.xyz );
|
||
|
bend.y = (animParams.w * fBranchAmp);
|
||
|
pos.xyz += (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y ) * animParams.w )) * _Wind.w );
|
||
|
pos.xyz += (animParams.z * _Wind.xyz );
|
||
|
return pos;
|
||
|
}
|
||
|
void TreeVertBark( inout appdata_full v ) {
|
||
|
v.vertex.xyz *= _Scale.xyz ;
|
||
|
v.vertex = AnimateVertex( v.vertex, v.normal, vec4( v.color.xy , v.texcoord1.xy ));
|
||
|
v.vertex = Squash( v.vertex);
|
||
|
v.color = vec4( (v.color.w * _Color.xyz ), _Color.w );
|
||
|
v.normal = normalize( v.normal );
|
||
|
v.tangent.xyz = normalize( v.tangent.xyz );
|
||
|
}
|
||
|
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
|
||
|
pos = ( gl_ModelViewProjectionMatrix * v );
|
||
|
fog = pos.z ;
|
||
|
}
|
||
|
vec3 ObjSpaceViewDir( in vec4 v ) {
|
||
|
vec3 objSpaceCameraPos;
|
||
|
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
|
||
|
return (objSpaceCameraPos - v.xyz );
|
||
|
}
|
||
|
vec3 ObjSpaceLightDir( in vec4 v ) {
|
||
|
vec3 objSpaceLightPos;
|
||
|
objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
|
||
|
return ((objSpaceLightPos.xyz * unity_Scale.w ) - v.xyz );
|
||
|
}
|
||
|
v2f_surf vert_surf( in appdata_full v ) {
|
||
|
v2f_surf o;
|
||
|
vec3 binormal;
|
||
|
mat3 rotation;
|
||
|
TreeVertBark( v);
|
||
|
PositionFog( v.vertex, o.pos, o.fog);
|
||
|
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
|
||
|
o.lop_color = v.color;
|
||
|
binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
|
||
|
rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
|
||
|
o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
|
||
|
o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
|
||
|
o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) ).xyz ;
|
||
|
return o;
|
||
|
}
|
||
|
attribute vec4 TANGENT;
|
||
|
varying vec4 xlv_FOG;
|
||
|
void main() {
|
||
|
v2f_surf xl_retval;
|
||
|
appdata_full xlt_v;
|
||
|
xlt_v.vertex = vec4( gl_Vertex);
|
||
|
xlt_v.tangent = vec4( TANGENT);
|
||
|
xlt_v.normal = vec3( gl_Normal);
|
||
|
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
|
||
|
xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
|
||
|
xlt_v.color = vec4( gl_Color);
|
||
|
xl_retval = vert_surf( xlt_v);
|
||
|
gl_Position = vec4( xl_retval.pos);
|
||
|
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
|
||
|
gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
|
||
|
gl_FrontColor = vec4( xl_retval.lop_color);
|
||
|
gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0);
|
||
|
gl_TexCoord[2] = vec4( xl_retval.viewDir, 0.0);
|
||
|
gl_TexCoord[3] = vec4( xl_retval._LightCoord, 0.0);
|
||
|
}
|