mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 19:15:37 -05:00
176 lines
5.4 KiB
Text
176 lines
5.4 KiB
Text
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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 LeafSurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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vec3 Translucency;
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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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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 lightDir;
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vec3 viewDir;
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vec3 _LightCoord;
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};
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uniform vec4 _Color;
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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 _Scale;
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uniform float _SquashAmount;
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uniform vec4 _SquashPlaneNormal;
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uniform float _TimeX;
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uniform vec4 _Wind;
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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 unity_Scale;
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vec4 Squash( in vec4 pos );
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vec4 TriangleWave( in vec4 x );
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vec4 SmoothCurve( in vec4 x );
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vec4 SmoothTriangleWave( in vec4 x );
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vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams );
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void TreeVertBark( inout appdata_full v );
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void PositionFog( in vec4 v, out vec4 pos, out float fog );
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vec3 ObjSpaceViewDir( in vec4 v );
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vec3 ObjSpaceLightDir( in vec4 v );
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v2f_surf vert_surf( in appdata_full v );
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vec4 Squash( in vec4 pos ) {
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vec3 projectedVertex;
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vec3 planePoint;
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vec3 planeNormal;
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projectedVertex = pos.xyz ;
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planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
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planeNormal = _SquashPlaneNormal.xyz ;
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projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
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pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
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return pos;
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}
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vec4 TriangleWave( in vec4 x ) {
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return abs( ((fract( (x + 0.500000) ) * 2.00000) - 1.00000) );
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}
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vec4 SmoothCurve( in vec4 x ) {
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return ((x * x) * (3.00000 - (2.00000 * x)));
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}
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vec4 SmoothTriangleWave( in vec4 x ) {
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return SmoothCurve( TriangleWave( x));
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}
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vec4 AnimateVertex( in vec4 pos, in vec3 normal, in vec4 animParams ) {
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float fDetailAmp = 0.100000;
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float fBranchAmp = 0.300000;
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float fObjPhase;
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float fBranchPhase;
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float fVtxPhase;
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vec2 vWavesIn;
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vec4 vWaves;
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vec2 vWavesSum;
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vec3 bend;
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fObjPhase = dot( _Object2World[ 3 ].xyz , vec3( 1.00000));
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fBranchPhase = (fObjPhase + animParams.x );
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fVtxPhase = dot( pos.xyz , vec3( (animParams.y + fBranchPhase)));
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vWavesIn = (_TimeX + vec2( fVtxPhase, fBranchPhase));
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vWaves = ((fract( (vWavesIn.xxyy * vec4( 1.97500, 0.793000, 0.375000, 0.193000)) ) * 2.00000) - 1.00000);
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vWaves = SmoothTriangleWave( vWaves);
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vWavesSum = (vWaves.xz + vWaves.yw );
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bend = ((animParams.y * fDetailAmp) * normal.xyz );
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bend.y = (animParams.w * fBranchAmp);
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pos.xyz += (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y ) * animParams.w )) * _Wind.w );
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pos.xyz += (animParams.z * _Wind.xyz );
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return pos;
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}
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void TreeVertBark( inout appdata_full v ) {
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v.vertex.xyz *= _Scale.xyz ;
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v.vertex = AnimateVertex( v.vertex, v.normal, vec4( v.color.xy , v.texcoord1.xy ));
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v.vertex = Squash( v.vertex);
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v.color = vec4( (v.color.w * _Color.xyz ), _Color.w );
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v.normal = normalize( v.normal );
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v.tangent.xyz = normalize( v.tangent.xyz );
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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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vec3 ObjSpaceViewDir( in vec4 v ) {
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vec3 objSpaceCameraPos;
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objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
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return (objSpaceCameraPos - v.xyz );
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}
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vec3 ObjSpaceLightDir( in vec4 v ) {
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vec3 objSpaceLightPos;
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objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
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return ((objSpaceLightPos.xyz * unity_Scale.w ) - v.xyz );
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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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vec3 binormal;
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mat3 rotation;
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TreeVertBark( 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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binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
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rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
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o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
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o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
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o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) ).xyz ;
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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.lightDir, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.viewDir, 0.0);
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gl_TexCoord[3] = vec4( xl_retval._LightCoord, 0.0);
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}
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