mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
132 lines
3.5 KiB
Text
132 lines
3.5 KiB
Text
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void xll_clip(float x) {
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if ( x<0.0 ) discard;
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}
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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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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 SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec3 worldPos;
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};
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struct v2f_surf {
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vec4 pos;
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vec3 _ShadowCoord0;
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vec3 _ShadowCoord1;
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vec3 _ShadowCoord2;
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vec3 _ShadowCoord3;
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vec2 _ShadowZFade;
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vec3 worldPos;
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};
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struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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uniform vec4 _LightShadowData;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightSplitsNear;
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uniform sampler2D _MainTex;
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uniform vec4 _ProjectionParams;
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uniform sampler2D _ShadowMapTexture;
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void surf( in Input IN, inout SurfaceOutput o );
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vec2 EncodeFloatRG( in float v );
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vec4 frag_surf( in v2f_surf IN );
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void surf( in Input IN, inout SurfaceOutput o ) {
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xll_clip( (fract( ((IN.worldPos.y + (IN.worldPos.z * 0.100000)) * 5.00000) ) - 0.500000) );
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o.Albedo = texture2D( _MainTex, IN.uv_MainTex).xyz ;
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}
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vec2 EncodeFloatRG( in float v ) {
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vec2 kEncodeMul = vec2( 1.00000, 255.000);
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float kEncodeBit = 0.00392157;
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vec2 enc;
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enc = (kEncodeMul * v);
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enc = fract( enc );
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enc.x -= (enc.y * kEncodeBit);
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return enc;
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}
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vec4 frag_surf( in v2f_surf IN ) {
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Input surfIN;
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SurfaceOutput o;
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vec4 z;
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vec4 near;
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vec4 far;
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vec4 weights;
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vec4 coord;
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float shadow;
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float faded;
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vec4 res;
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surfIN.worldPos = IN.worldPos;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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o.Gloss = 0.000000;
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surf( surfIN, o);
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z = vec4( IN._ShadowZFade.x );
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near = vec4( greaterThanEqual( z, _LightSplitsNear) );
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far = vec4( lessThan( z, _LightSplitsFar) );
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weights = (near * far);
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coord = vec4( ((((IN._ShadowCoord0 * weights.x ) + (IN._ShadowCoord1 * weights.y )) + (IN._ShadowCoord2 * weights.z )) + (IN._ShadowCoord3 * weights.w )), 1.00000);
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shadow = ( (texture2D( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 );
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faded = xll_saturate( (shadow + xll_saturate( IN._ShadowZFade.y )) );
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res.x = faded;
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res.y = 1.00000;
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res.zw = EncodeFloatRG( float( (1.00000 - (z * _ProjectionParams.w ))));
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return res;
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}
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void main() {
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vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN._ShadowCoord0 = vec3( gl_TexCoord[0]);
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xlt_IN._ShadowCoord1 = vec3( gl_TexCoord[1]);
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xlt_IN._ShadowCoord2 = vec3( gl_TexCoord[2]);
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xlt_IN._ShadowCoord3 = vec3( gl_TexCoord[3]);
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xlt_IN._ShadowZFade = vec2( gl_TexCoord[4]);
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xlt_IN.worldPos = vec3( gl_TexCoord[5]);
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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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