mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 19:15:37 -05:00
158 lines
4.8 KiB
Text
158 lines
4.8 KiB
Text
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mat3 xll_constructMat3( mat4 m) {
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return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
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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 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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struct Input {
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vec2 uv_MainTex;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 normal;
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vec3 lightDir;
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vec4 _LightCoord;
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};
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uniform mat4 _LightMatrix0;
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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec4 _WaveAndDistance;
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uniform vec4 _WavingTint;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 unity_Scale;
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void FastSinCos( in vec4 val, out vec4 s, out vec4 c );
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void TerrainWaveGrass( inout vec4 vertex, in float waveAmount, in vec3 color, out vec4 outColor );
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void vert( inout appdata_full v );
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vec3 WorldSpaceLightDir( in vec4 v );
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void PositionFog( in vec4 v, out vec4 pos, out float fog );
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v2f_surf vert_surf( in appdata_full v );
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void FastSinCos( in vec4 val, out vec4 s, out vec4 c ) {
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vec4 r5;
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vec4 r6;
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vec4 r7;
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vec4 r8;
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vec4 r1;
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vec4 r2;
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vec4 r3;
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vec4 sin7 = vec4( 1.00000, -0.161616, 0.00833330, -0.000198410);
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vec4 cos8 = vec4( -0.500000, 0.0416667, -0.00138889, 2.48016e-005);
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val = ((val * 6.40885) - 3.14159);
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r5 = (val * val);
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r6 = (r5 * r5);
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r7 = (r6 * r5);
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r8 = (r6 * r5);
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r1 = (r5 * val);
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r2 = (r1 * r5);
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r3 = (r2 * r5);
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s = (((val + (r1 * sin7.y )) + (r2 * sin7.z )) + (r3 * sin7.w ));
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c = ((((1.00000 + (r5 * cos8.x )) + (r6 * cos8.y )) + (r7 * cos8.z )) + (r8 * cos8.w ));
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}
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void TerrainWaveGrass( inout vec4 vertex, in float waveAmount, in vec3 color, out vec4 outColor ) {
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vec4 _waveXSize;
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vec4 _waveZSize;
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vec4 waveSpeed = vec4( 1.20000, 2.00000, 1.60000, 4.80000);
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vec4 _waveXmove = vec4( 0.0240000, 0.0400000, -0.120000, 0.0960000);
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vec4 _waveZmove = vec4( 0.00600000, 0.0200000, -0.0200000, 0.100000);
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vec4 waves;
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vec4 s;
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vec4 c;
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float lighting;
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vec3 waveMove = vec3( 0.000000, 0.000000, 0.000000);
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vec3 waveColor;
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_waveXSize = (vec4( 0.0120000, 0.0200000, 0.0600000, 0.0240000) * _WaveAndDistance.y );
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_waveZSize = (vec4( 0.00600000, 0.0200000, 0.0200000, 0.0500000) * _WaveAndDistance.y );
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waves = (vertex.x * _waveXSize);
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waves += (vertex.z * _waveZSize);
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waves += (_WaveAndDistance.x * waveSpeed);
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waves = fract( waves );
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FastSinCos( waves, s, c);
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s = (s * s);
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s = (s * s);
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lighting = (dot( s, normalize( vec4( 1.00000, 1.00000, 0.400000, 0.200000) )) * 0.700000);
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s = (s * waveAmount);
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waveMove.x = dot( s, _waveXmove);
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waveMove.z = dot( s, _waveZmove);
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vertex.xz -= (waveMove.xz * _WaveAndDistance.z );
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waveColor = mix( vec3( 0.500000, 0.500000, 0.500000), _WavingTint.xyz , vec3( lighting));
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outColor.xyz = ((color * waveColor) * 2.00000);
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outColor.w = 1.00000;
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}
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void vert( inout appdata_full v ) {
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float waveAmount;
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vec4 color;
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waveAmount = (v.color.w * _WaveAndDistance.z );
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TerrainWaveGrass( v.vertex, waveAmount, v.color.xyz , color);
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v.color = color;
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}
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vec3 WorldSpaceLightDir( in vec4 v ) {
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vec3 worldPos;
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worldPos = ( _Object2World * v ).xyz ;
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return (_WorldSpaceLightPos0.xyz - worldPos);
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}
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void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
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pos = ( gl_ModelViewProjectionMatrix * v );
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fog = pos.z ;
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}
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v2f_surf vert_surf( in appdata_full v ) {
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v2f_surf o;
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vert( v);
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PositionFog( v.vertex, o.pos, o.fog);
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o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
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o.lop_color = v.color;
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o.normal = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) );
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o.lightDir = WorldSpaceLightDir( v.vertex);
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o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) );
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return o;
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}
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attribute vec4 TANGENT;
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varying vec4 xlv_FOG;
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void main() {
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v2f_surf xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
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xlt_v.color = vec4( gl_Color);
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xl_retval = vert_surf( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
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gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
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gl_FrontColor = vec4( xl_retval.lop_color);
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gl_TexCoord[1] = vec4( xl_retval.normal, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.lightDir, 0.0);
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gl_TexCoord[3] = vec4( xl_retval._LightCoord);
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}
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