mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
78 lines
2 KiB
Text
78 lines
2 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 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 vec4 _ProjectionParams;
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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 mat4 _TerrainEngineBendTree;
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vec4 Squash( in vec4 pos );
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void TerrainAnimateTree( inout vec4 pos, in float alpha );
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v2f vert( in appdata 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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void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
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vec3 bent;
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pos.xyz *= _Scale.xyz ;
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bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
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pos.xyz = mix( pos.xyz , bent, vec3( alpha));
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pos = Squash( pos);
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}
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v2f vert( in appdata v ) {
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v2f o;
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TerrainAnimateTree( v.vertex, v.color.w );
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o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
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o.uv = v.texcoord.xy ;
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o.nz.xyz = ( xll_constructMat3( gl_ModelViewMatrixInverseTranspose) * v.normal );
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o.nz.w = ( -(( gl_ModelViewMatrix * v.vertex ).z * _ProjectionParams.w ) );
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return o;
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}
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void main() {
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v2f xl_retval;
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appdata xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.color = vec4( gl_Color);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xl_retval = vert( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
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gl_TexCoord[1] = vec4( xl_retval.nz);
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}
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