mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
162 lines
5.2 KiB
Text
162 lines
5.2 KiB
Text
|
varying highp vec3 xlv_TEXCOORD1;
|
||
|
varying highp vec4 xlv_TEXCOORD0;
|
||
|
uniform highp vec4 unity_LightmapFade;
|
||
|
uniform highp vec4 _ZBufferParams;
|
||
|
uniform highp vec3 _WorldSpaceCameraPos;
|
||
|
uniform samplerCube _ShadowMapTexture;
|
||
|
uniform highp vec4 _ProjectionParams;
|
||
|
uniform sampler2D _LightTextureB0;
|
||
|
uniform samplerCube _LightTexture0;
|
||
|
uniform highp vec4 _LightShadowData;
|
||
|
uniform highp vec4 _LightPositionRange;
|
||
|
uniform highp vec4 _LightPos;
|
||
|
uniform highp mat4 _LightMatrix0;
|
||
|
uniform highp vec4 _LightColor;
|
||
|
uniform highp mat4 _CameraToWorld;
|
||
|
uniform sampler2D _CameraNormalsTexture;
|
||
|
uniform sampler2D _CameraDepthTexture;
|
||
|
void main ()
|
||
|
{
|
||
|
mediump vec4 res_1;
|
||
|
highp float spec_2;
|
||
|
mediump vec3 h_3;
|
||
|
highp float atten_4;
|
||
|
mediump vec3 lightDir_5;
|
||
|
highp float depth_6;
|
||
|
mediump vec3 normal_7;
|
||
|
mediump vec4 nspec_8;
|
||
|
highp vec2 tmpvar_9;
|
||
|
tmpvar_9 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
|
||
|
lowp vec4 tmpvar_10;
|
||
|
tmpvar_10 = texture2D (_CameraNormalsTexture, tmpvar_9);
|
||
|
nspec_8 = tmpvar_10;
|
||
|
normal_7 = normalize(((nspec_8.xyz * 2.0) - 1.0));
|
||
|
lowp float tmpvar_11;
|
||
|
tmpvar_11 = texture2D (_CameraDepthTexture, tmpvar_9).x;
|
||
|
depth_6 = tmpvar_11;
|
||
|
highp float tmpvar_12;
|
||
|
tmpvar_12 = (1.0/(((_ZBufferParams.x * depth_6) + _ZBufferParams.y)));
|
||
|
depth_6 = tmpvar_12;
|
||
|
highp vec4 tmpvar_13;
|
||
|
tmpvar_13.w = 1.0;
|
||
|
tmpvar_13.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * tmpvar_12);
|
||
|
highp vec3 tmpvar_14;
|
||
|
tmpvar_14 = (_CameraToWorld * tmpvar_13).xyz;
|
||
|
highp vec3 tmpvar_15;
|
||
|
tmpvar_15 = (tmpvar_14 - _LightPos.xyz);
|
||
|
highp vec3 tmpvar_16;
|
||
|
tmpvar_16 = -(normalize(tmpvar_15));
|
||
|
lightDir_5 = tmpvar_16;
|
||
|
highp vec2 tmpvar_17;
|
||
|
tmpvar_17 = vec2((dot (tmpvar_15, tmpvar_15) * _LightPos.w));
|
||
|
lowp float tmpvar_18;
|
||
|
tmpvar_18 = texture2D (_LightTextureB0, tmpvar_17).w;
|
||
|
atten_4 = tmpvar_18;
|
||
|
highp float tmpvar_19;
|
||
|
tmpvar_19 = ((sqrt(dot (tmpvar_15, tmpvar_15)) * _LightPositionRange.w) * 0.97);
|
||
|
mediump vec4 shadows_20;
|
||
|
highp vec4 shadowVals_21;
|
||
|
highp vec3 vec_22;
|
||
|
vec_22 = (tmpvar_15 + vec3(0.0078125, 0.0078125, 0.0078125));
|
||
|
highp vec4 packDist_23;
|
||
|
lowp vec4 tmpvar_24;
|
||
|
tmpvar_24 = textureCube (_ShadowMapTexture, vec_22);
|
||
|
packDist_23 = tmpvar_24;
|
||
|
shadowVals_21.x = dot (packDist_23, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
||
|
highp vec3 vec_25;
|
||
|
vec_25 = (tmpvar_15 + vec3(-0.0078125, -0.0078125, 0.0078125));
|
||
|
highp vec4 packDist_26;
|
||
|
lowp vec4 tmpvar_27;
|
||
|
tmpvar_27 = textureCube (_ShadowMapTexture, vec_25);
|
||
|
packDist_26 = tmpvar_27;
|
||
|
shadowVals_21.y = dot (packDist_26, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
||
|
highp vec3 vec_28;
|
||
|
vec_28 = (tmpvar_15 + vec3(-0.0078125, 0.0078125, -0.0078125));
|
||
|
highp vec4 packDist_29;
|
||
|
lowp vec4 tmpvar_30;
|
||
|
tmpvar_30 = textureCube (_ShadowMapTexture, vec_28);
|
||
|
packDist_29 = tmpvar_30;
|
||
|
shadowVals_21.z = dot (packDist_29, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
||
|
highp vec3 vec_31;
|
||
|
vec_31 = (tmpvar_15 + vec3(0.0078125, -0.0078125, -0.0078125));
|
||
|
highp vec4 packDist_32;
|
||
|
lowp vec4 tmpvar_33;
|
||
|
tmpvar_33 = textureCube (_ShadowMapTexture, vec_31);
|
||
|
packDist_32 = tmpvar_33;
|
||
|
shadowVals_21.w = dot (packDist_32, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
||
|
bvec4 tmpvar_34;
|
||
|
tmpvar_34 = lessThan (shadowVals_21, vec4(tmpvar_19));
|
||
|
highp vec4 tmpvar_35;
|
||
|
tmpvar_35 = _LightShadowData.xxxx;
|
||
|
highp float tmpvar_36;
|
||
|
if (tmpvar_34.x) {
|
||
|
tmpvar_36 = tmpvar_35.x;
|
||
|
} else {
|
||
|
tmpvar_36 = 1.0;
|
||
|
};
|
||
|
highp float tmpvar_37;
|
||
|
if (tmpvar_34.y) {
|
||
|
tmpvar_37 = tmpvar_35.y;
|
||
|
} else {
|
||
|
tmpvar_37 = 1.0;
|
||
|
};
|
||
|
highp float tmpvar_38;
|
||
|
if (tmpvar_34.z) {
|
||
|
tmpvar_38 = tmpvar_35.z;
|
||
|
} else {
|
||
|
tmpvar_38 = 1.0;
|
||
|
};
|
||
|
highp float tmpvar_39;
|
||
|
if (tmpvar_34.w) {
|
||
|
tmpvar_39 = tmpvar_35.w;
|
||
|
} else {
|
||
|
tmpvar_39 = 1.0;
|
||
|
};
|
||
|
highp vec4 tmpvar_40;
|
||
|
tmpvar_40.x = tmpvar_36;
|
||
|
tmpvar_40.y = tmpvar_37;
|
||
|
tmpvar_40.z = tmpvar_38;
|
||
|
tmpvar_40.w = tmpvar_39;
|
||
|
shadows_20 = tmpvar_40;
|
||
|
mediump float tmpvar_41;
|
||
|
tmpvar_41 = dot (shadows_20, vec4(0.25, 0.25, 0.25, 0.25));
|
||
|
highp vec4 tmpvar_42;
|
||
|
tmpvar_42.w = 1.0;
|
||
|
tmpvar_42.xyz = tmpvar_14;
|
||
|
lowp vec4 tmpvar_43;
|
||
|
highp vec3 P_44;
|
||
|
P_44 = (_LightMatrix0 * tmpvar_42).xyz;
|
||
|
tmpvar_43 = textureCube (_LightTexture0, P_44);
|
||
|
highp float tmpvar_45;
|
||
|
tmpvar_45 = ((atten_4 * tmpvar_41) * tmpvar_43.w);
|
||
|
atten_4 = tmpvar_45;
|
||
|
mediump float tmpvar_46;
|
||
|
tmpvar_46 = max (0.0, dot (lightDir_5, normal_7));
|
||
|
highp vec3 tmpvar_47;
|
||
|
tmpvar_47 = normalize((lightDir_5 - normalize((tmpvar_14 - _WorldSpaceCameraPos))));
|
||
|
h_3 = tmpvar_47;
|
||
|
mediump float tmpvar_48;
|
||
|
tmpvar_48 = pow (max (0.0, dot (h_3, normal_7)), (nspec_8.w * 128.0));
|
||
|
spec_2 = tmpvar_48;
|
||
|
highp float tmpvar_49;
|
||
|
tmpvar_49 = (spec_2 * clamp (tmpvar_45, 0.0, 1.0));
|
||
|
spec_2 = tmpvar_49;
|
||
|
highp vec3 tmpvar_50;
|
||
|
tmpvar_50 = (_LightColor.xyz * (tmpvar_46 * tmpvar_45));
|
||
|
res_1.xyz = tmpvar_50;
|
||
|
mediump vec3 c_51;
|
||
|
c_51 = _LightColor.xyz;
|
||
|
mediump float tmpvar_52;
|
||
|
tmpvar_52 = dot (c_51, vec3(0.22, 0.707, 0.071));
|
||
|
highp float tmpvar_53;
|
||
|
tmpvar_53 = (tmpvar_49 * tmpvar_52);
|
||
|
res_1.w = tmpvar_53;
|
||
|
highp float tmpvar_54;
|
||
|
tmpvar_54 = clamp ((1.0 - ((tmpvar_13.z * unity_LightmapFade.z) + unity_LightmapFade.w)), 0.0, 1.0);
|
||
|
mediump vec4 tmpvar_55;
|
||
|
tmpvar_55 = (res_1 * tmpvar_54);
|
||
|
res_1 = tmpvar_55;
|
||
|
gl_FragData[0] = exp2(-(tmpvar_55));
|
||
|
}
|
||
|
|