mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-04 21:31:11 -05:00
48 lines
1 KiB
Text
48 lines
1 KiB
Text
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vec4 xll_tex2Dlod(sampler2D s, vec4 coord) {
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return texture2DLod( s, coord.xy, coord.w);
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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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vec2 uv;
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};
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struct appdata_base {
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vec4 vertex;
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vec3 normal;
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vec4 texcoord;
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};
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uniform sampler2D _CameraDepthTexture;
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v2f vert( in appdata_base v );
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v2f vert( in appdata_base v ) {
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float tex;
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v2f o;
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tex = xll_tex2Dlod( _CameraDepthTexture, vec4( v.texcoord.xy , 0.000000, 0.000000)).x ;
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v.vertex.y += ((1.00000 - float( tex)) * 3.00000);
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o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
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o.uv = v.texcoord.xy ;
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return o;
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}
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void main() {
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v2f xl_retval;
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appdata_base xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xl_retval = vert( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
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}
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