mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
164 lines
3.4 KiB
Text
164 lines
3.4 KiB
Text
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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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};
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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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vec3 normal;
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vec3 lightDir;
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vec2 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _Ramp;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * _Color);
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c_3 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = c_3.xyz;
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o_2.Albedo = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = c_3.w;
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o_2.Alpha = tmpvar_7;
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}
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vec4 LightingToonRamp (
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in SurfaceOutput s_8,
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in vec3 lightDir_9,
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in float atten_10
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)
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{
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vec4 c_11;
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vec3 ramp_12;
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float d_13;
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float tmpvar_14;
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tmpvar_14 = dot (s_8.Normal, lightDir_9);
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float tmpvar_15;
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tmpvar_15 = ((tmpvar_14 * 0.5) + 0.5);
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d_13 = tmpvar_15;
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vec2 tmpvar_16;
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tmpvar_16.x = d_13;
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tmpvar_16.y = d_13;
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (_Ramp, tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17.xyz;
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ramp_12 = tmpvar_18;
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vec3 tmpvar_19;
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tmpvar_19 = (((s_8.Albedo * _LightColor0.xyz) * ramp_12) * (atten_10 * 2.0));
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c_11.xyz = tmpvar_19.xyz.xyz;
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float tmpvar_20;
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tmpvar_20 = 0.0;
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c_11.w = vec4(tmpvar_20).w;
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return c_11;
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}
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vec4 frag_surf (
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in v2f_surf IN_21
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)
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{
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vec4 c_22;
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vec3 lightDir_23;
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SurfaceOutput o_24;
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Input surfIN_25;
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vec2 tmpvar_26;
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tmpvar_26 = IN_21.hip_pack0.xy;
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surfIN_25.uv_MainTex = tmpvar_26;
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vec3 tmpvar_27;
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tmpvar_27 = vec3(0.0, 0.0, 0.0);
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o_24.Albedo = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = vec3(0.0, 0.0, 0.0);
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o_24.Emission = tmpvar_28;
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float tmpvar_29;
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tmpvar_29 = 0.0;
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o_24.Specular = tmpvar_29;
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float tmpvar_30;
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tmpvar_30 = 0.0;
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o_24.Alpha = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = 0.0;
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o_24.Gloss = tmpvar_31;
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vec3 tmpvar_32;
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tmpvar_32 = IN_21.normal;
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o_24.Normal = tmpvar_32;
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surf (surfIN_25, o_24);
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vec3 tmpvar_33;
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tmpvar_33 = IN_21.lightDir;
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lightDir_23 = tmpvar_33;
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vec4 tmpvar_34;
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tmpvar_34 = texture2D (_LightTexture0, IN_21._LightCoord);
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vec4 tmpvar_35;
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tmpvar_35 = LightingToonRamp (o_24, lightDir_23, (tmpvar_34.w * 1.0));
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vec4 tmpvar_36;
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tmpvar_36 = tmpvar_35;
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c_22 = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = 0.0;
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c_22.w = vec4(tmpvar_37).w;
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return c_22;
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}
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void main ()
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{
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v2f_surf xlt_IN_38;
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vec4 xl_retval_39;
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vec4 tmpvar_40;
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tmpvar_40 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_38.pos = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = xlv_FOG.x;
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xlt_IN_38.fog = tmpvar_41;
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vec2 tmpvar_42;
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tmpvar_42 = gl_TexCoord[0].xy;
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vec2 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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xlt_IN_38.hip_pack0 = tmpvar_43;
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vec3 tmpvar_44;
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tmpvar_44 = gl_TexCoord[1].xyz;
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vec3 tmpvar_45;
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tmpvar_45 = tmpvar_44;
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xlt_IN_38.normal = tmpvar_45;
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vec3 tmpvar_46;
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tmpvar_46 = gl_TexCoord[2].xyz;
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vec3 tmpvar_47;
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tmpvar_47 = tmpvar_46;
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xlt_IN_38.lightDir = tmpvar_47;
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vec2 tmpvar_48;
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tmpvar_48 = gl_TexCoord[3].xy;
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vec2 tmpvar_49;
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tmpvar_49 = tmpvar_48;
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xlt_IN_38._LightCoord = tmpvar_49;
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vec4 tmpvar_50;
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tmpvar_50 = frag_surf (xlt_IN_38);
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vec4 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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xl_retval_39 = tmpvar_51;
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vec4 tmpvar_52;
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tmpvar_52 = xl_retval_39.xyzw;
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vec4 tmpvar_53;
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tmpvar_53 = tmpvar_52;
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gl_FragData[0] = tmpvar_53;
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}
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