mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
178 lines
3.9 KiB
Text
178 lines
3.9 KiB
Text
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struct v2f {
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vec4 pos;
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vec2 uv;
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vec4 nz;
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};
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struct appdata {
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vec4 vertex;
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vec3 normal;
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vec4 color;
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vec4 texcoord;
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};
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uniform mat4 _TerrainEngineBendTree;
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uniform vec4 _SquashPlaneNormal;
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uniform float _SquashAmount;
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uniform vec4 _Scale;
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uniform vec4 _ProjectionParams;
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mat3 xll_constructMat3 (
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in mat4 m_1
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)
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{
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vec3 tmpvar_2;
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tmpvar_2 = m_1[0].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = m_1[1].xyz;
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vec3 tmpvar_4;
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tmpvar_4 = m_1[2].xyz;
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mat3 tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_5[0] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_5[1] = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = tmpvar_4;
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tmpvar_5[2] = tmpvar_8;
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return tmpvar_5;
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}
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vec4 Squash (
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in vec4 pos_9
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)
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{
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vec3 planeNormal_10;
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vec3 planePoint_11;
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vec3 projectedVertex_12;
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vec3 tmpvar_13;
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tmpvar_13 = pos_9.xyz;
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projectedVertex_12 = tmpvar_13;
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vec3 tmpvar_14;
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tmpvar_14.xz = vec2(0.0, 0.0);
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tmpvar_14.y = _SquashPlaneNormal.w;
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vec3 tmpvar_15;
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tmpvar_15 = tmpvar_14;
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planePoint_11 = tmpvar_15;
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vec3 tmpvar_16;
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tmpvar_16 = _SquashPlaneNormal.xyz;
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planeNormal_10 = tmpvar_16;
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vec3 tmpvar_17;
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tmpvar_17 = pos_9.xyz;
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float tmpvar_18;
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tmpvar_18 = dot (planeNormal_10, (planePoint_11 - tmpvar_17));
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vec3 tmpvar_19;
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tmpvar_19 = (projectedVertex_12 + (tmpvar_18 * planeNormal_10));
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projectedVertex_12 = tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = vec3(_SquashAmount);
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vec3 tmpvar_21;
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tmpvar_21 = mix (projectedVertex_12, pos_9.xyz, tmpvar_20);
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vec4 tmpvar_22;
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tmpvar_22.w = 1.0;
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tmpvar_22.xyz = tmpvar_21.xyz;
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vec4 tmpvar_23;
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tmpvar_23 = tmpvar_22;
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pos_9 = tmpvar_23;
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return pos_9;
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}
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void TerrainAnimateTree (
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inout vec4 pos_24,
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in float alpha_25
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)
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{
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vec3 bent_26;
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vec3 tmpvar_27;
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tmpvar_27 = (pos_24.xyz * _Scale.xyz);
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pos_24.xyz = tmpvar_27.xyz.xyz;
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vec4 tmpvar_28;
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tmpvar_28.w = 0.0;
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tmpvar_28.xyz = pos_24.xyz.xyz;
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vec3 tmpvar_29;
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tmpvar_29 = (_TerrainEngineBendTree * tmpvar_28).xyz;
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bent_26 = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = vec3(alpha_25);
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vec3 tmpvar_31;
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tmpvar_31 = mix (pos_24.xyz, bent_26, tmpvar_30);
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vec3 tmpvar_32;
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tmpvar_32 = tmpvar_31;
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pos_24.xyz = tmpvar_32.xyz.xyz;
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vec4 tmpvar_33;
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tmpvar_33 = Squash (pos_24);
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vec4 tmpvar_34;
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tmpvar_34 = tmpvar_33;
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pos_24 = tmpvar_34;
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}
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v2f vert (
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in appdata v_35
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)
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{
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v2f o_36;
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TerrainAnimateTree (v_35.vertex, v_35.color.w);
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vec4 tmpvar_37;
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tmpvar_37 = (gl_ModelViewProjectionMatrix * v_35.vertex);
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o_36.pos = tmpvar_37;
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vec2 tmpvar_38;
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tmpvar_38 = v_35.texcoord.xy;
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o_36.uv = tmpvar_38;
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mat3 tmpvar_39;
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tmpvar_39 = xll_constructMat3 (gl_ModelViewMatrixInverseTranspose);
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vec3 tmpvar_40;
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tmpvar_40 = (tmpvar_39 * v_35.normal);
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o_36.nz.xyz = tmpvar_40.xyz.xyz;
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float tmpvar_41;
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tmpvar_41 = -(((gl_ModelViewMatrix * v_35.vertex).z * _ProjectionParams.w));
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o_36.nz.w = vec4(tmpvar_41).w;
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return o_36;
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}
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void main ()
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{
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appdata xlt_v_42;
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v2f xl_retval_43;
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vec4 tmpvar_44;
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tmpvar_44 = gl_Vertex.xyzw;
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vec4 tmpvar_45;
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tmpvar_45 = tmpvar_44;
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xlt_v_42.vertex = tmpvar_45;
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vec3 tmpvar_46;
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tmpvar_46 = gl_Normal.xyz;
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vec3 tmpvar_47;
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tmpvar_47 = tmpvar_46;
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xlt_v_42.normal = tmpvar_47;
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vec4 tmpvar_48;
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tmpvar_48 = gl_Color.xyzw;
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vec4 tmpvar_49;
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tmpvar_49 = tmpvar_48;
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xlt_v_42.color = tmpvar_49;
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vec4 tmpvar_50;
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tmpvar_50 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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xlt_v_42.texcoord = tmpvar_51;
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v2f tmpvar_52;
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tmpvar_52 = vert (xlt_v_42);
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v2f tmpvar_53;
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tmpvar_53 = tmpvar_52;
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xl_retval_43 = tmpvar_53;
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vec4 tmpvar_54;
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tmpvar_54 = xl_retval_43.pos.xyzw;
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vec4 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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gl_Position = tmpvar_55;
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vec4 tmpvar_56;
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tmpvar_56.zw = vec2(0.0, 0.0);
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tmpvar_56.xy = xl_retval_43.uv.xy;
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vec4 tmpvar_57;
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tmpvar_57 = tmpvar_56;
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gl_TexCoord[0] = tmpvar_57;
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vec4 tmpvar_58;
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tmpvar_58 = xl_retval_43.nz.xyzw;
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vec4 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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gl_TexCoord[1] = tmpvar_59;
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}
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