mirror of
https://github.com/scratchfoundation/bgfx.git
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64 lines
1.7 KiB
Text
64 lines
1.7 KiB
Text
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#line 1
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attribute vec4 _glesVertex;
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attribute vec3 _glesNormal;
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struct v2f {
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lowp vec4 color;
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highp vec4 pos;
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};
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struct appdata {
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highp vec3 pos;
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highp vec3 normal;
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};
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uniform mediump vec4 unity_LightColor[8];
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uniform highp vec4 unity_LightPosition[8];
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uniform highp ivec4 unity_VertexLightParams;
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mediump vec3 computeLighting(in highp int idx, in mediump vec3 dirToLight, in mediump vec3 eyeNormal, in mediump float atten)
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{
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mediump float NdotL = max( dot( eyeNormal, dirToLight), 0.0);
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mediump vec3 color = NdotL * unity_LightColor[idx].xyz;
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return color * atten;
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}
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mediump vec3 computeOneLight( in highp int idx, in mediump vec3 eyeNormal)
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{
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highp vec3 dirToLight = unity_LightPosition[idx].xyz;
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mediump float att = 1.0;
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att *= 0.5;
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return min( computeLighting( idx, dirToLight, eyeNormal, att), vec3(1.0));
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}
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v2f vert( in appdata IN )
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{
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v2f o;
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mediump vec4 color = vec4(0.0, 0.0, 0.0, 1.1);
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mediump vec3 eyeNormal = IN.normal;
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mediump vec3 lcolor = vec3(0.0);
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// loop doing up to N lights, with max cap
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highp int il = 0;
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for ( ; (float(il) < min( 8.0, float(unity_VertexLightParams.x))); (++il))
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{
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lcolor += computeOneLight(il, eyeNormal);
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}
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color.xyz = lcolor.xyz;
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// other forms of a similar loop
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for (int j = 0; j < int(min(float(unity_VertexLightParams.y),4.0)); ++j)
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color.xyz += unity_LightColor[j].xyz;
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o.color = color;
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o.pos = vec4(IN.pos,1.0);
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return o;
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}
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varying lowp vec4 xlv_COLOR0;
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void main() {
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v2f xl_retval;
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appdata xlt_IN;
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xlt_IN.pos = _glesVertex.xyz;
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xlt_IN.normal = _glesNormal;
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xl_retval = vert(xlt_IN);
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xlv_COLOR0 = vec4(xl_retval.color);
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gl_Position = vec4(xl_retval.pos);
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}
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