mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
163 lines
3.5 KiB
Text
163 lines
3.5 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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vec4 screenPos;
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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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vec3 normal;
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vec3 lightDir;
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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform samplerCube _LightTexture0;
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uniform vec4 _LightColor0;
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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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vec2 uv_3;
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vec2 tmpvar_4;
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tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
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uv_3 = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
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uv_3 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = vec3(0.5, 0.5, 0.5);
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o_2.Albedo = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_MainTex, uv_3);
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vec3 tmpvar_8;
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tmpvar_8 = (tmpvar_7.xyz * 0.5);
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o_2.Emission = tmpvar_8;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_9,
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in vec3 lightDir_10,
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in float atten_11
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)
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{
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vec4 c_12;
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float diff_13;
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float tmpvar_14;
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tmpvar_14 = dot (s_9.Normal, lightDir_10);
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float tmpvar_15;
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tmpvar_15 = max (0.0, tmpvar_14);
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float tmpvar_16;
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tmpvar_16 = tmpvar_15;
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diff_13 = tmpvar_16;
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vec3 tmpvar_17;
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tmpvar_17 = ((s_9.Albedo * _LightColor0.xyz) * ((diff_13 * atten_11) * 2.0));
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c_12.xyz = tmpvar_17.xyz.xyz;
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float tmpvar_18;
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tmpvar_18 = s_9.Alpha;
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c_12.w = vec4(tmpvar_18).w;
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return c_12;
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}
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vec4 frag_surf (
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in v2f_surf IN_19
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)
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{
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vec4 c_20;
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vec3 lightDir_21;
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Input surfIN_22;
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SurfaceOutput o_23;
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vec3 tmpvar_24;
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tmpvar_24 = vec3(0.0, 0.0, 0.0);
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o_23.Albedo = tmpvar_24;
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vec3 tmpvar_25;
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tmpvar_25 = vec3(0.0, 0.0, 0.0);
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o_23.Emission = tmpvar_25;
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float tmpvar_26;
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tmpvar_26 = 0.0;
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o_23.Specular = tmpvar_26;
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float tmpvar_27;
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tmpvar_27 = 0.0;
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o_23.Alpha = tmpvar_27;
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float tmpvar_28;
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tmpvar_28 = 0.0;
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o_23.Gloss = tmpvar_28;
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vec3 tmpvar_29;
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tmpvar_29 = IN_19.normal;
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o_23.Normal = tmpvar_29;
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surf (surfIN_22, o_23);
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vec3 tmpvar_30;
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tmpvar_30 = IN_19.lightDir;
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lightDir_21 = tmpvar_30;
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vec3 tmpvar_31;
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tmpvar_31 = normalize (lightDir_21);
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vec3 tmpvar_32;
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tmpvar_32 = tmpvar_31;
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lightDir_21 = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = dot (IN_19._LightCoord, IN_19._LightCoord);
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vec2 tmpvar_34;
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tmpvar_34 = vec2(tmpvar_33);
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vec2 tmpvar_35;
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tmpvar_35 = tmpvar_34.xy;
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vec4 tmpvar_36;
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tmpvar_36 = texture2D (_LightTextureB0, tmpvar_35);
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vec4 tmpvar_37;
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tmpvar_37 = textureCube (_LightTexture0, IN_19._LightCoord);
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vec4 tmpvar_38;
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tmpvar_38 = LightingLambert (o_23, lightDir_21, (tmpvar_36.w * tmpvar_37.w));
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vec4 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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c_20 = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = 0.0;
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c_20.w = vec4(tmpvar_40).w;
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return c_20;
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}
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void main ()
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{
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v2f_surf xlt_IN_41;
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vec4 xl_retval_42;
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vec4 tmpvar_43;
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tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_41.pos = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = xlv_FOG.x;
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xlt_IN_41.fog = tmpvar_44;
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vec3 tmpvar_45;
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tmpvar_45 = gl_TexCoord[0].xyz;
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vec3 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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xlt_IN_41.normal = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = gl_TexCoord[1].xyz;
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vec3 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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xlt_IN_41.lightDir = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = gl_TexCoord[2].xyz;
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vec3 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_41._LightCoord = tmpvar_50;
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vec4 tmpvar_51;
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tmpvar_51 = frag_surf (xlt_IN_41);
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vec4 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xl_retval_42 = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = xl_retval_42.xyzw;
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vec4 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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gl_FragData[0] = tmpvar_54;
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}
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