mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
47 lines
1.6 KiB
Text
47 lines
1.6 KiB
Text
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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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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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[1].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = gl_TexCoord[3].xyz;
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vec4 c_4;
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vec2 tmpvar_5;
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vec3 v_6;
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vec3 tmpvar_7;
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tmpvar_7 = normalize(tmpvar_2);
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v_6.xy = tmpvar_7.xy;
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v_6.z = (tmpvar_7.z + 0.42);
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tmpvar_5 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v_6.z));
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_5));
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vec4 tmpvar_9;
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tmpvar_9 = (tmpvar_8 * _Color);
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vec4 normal_10;
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normal_10.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_5)).wy * 2.0) - 1.0);
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normal_10.z = sqrt(((1.0 - (normal_10.x * normal_10.x)) - (normal_10.y * normal_10.y)));
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vec3 tmpvar_11;
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tmpvar_11 = normalize(gl_TexCoord[2].xyz);
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_LightTexture0, vec2(dot (tmpvar_3, tmpvar_3)));
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vec4 c_13;
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float tmpvar_14;
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tmpvar_14 = (pow (max (0.0, dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_8.w);
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c_13.xyz = ((((tmpvar_9.xyz * _LightColor0.xyz) * max (0.0, dot (normal_10.xyz, tmpvar_11))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_14)) * (tmpvar_12.w * 2.0));
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c_13.w = (tmpvar_9.w + (((_LightColor0.w * _SpecColor.w) * tmpvar_14) * tmpvar_12.w));
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c_4.xyz = c_13.xyz;
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c_4.w = 0.0;
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gl_FragData[0] = c_4;
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}
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