mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-12 09:11:18 -05:00
63 lines
1.5 KiB
Text
63 lines
1.5 KiB
Text
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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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float fog;
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vec2 bumpuv[2];
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vec3 viewDir;
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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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};
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uniform sampler2D _BumpMap;
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uniform sampler2D _ColorControl;
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uniform vec4 _horizonColor;
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vec4 UnpackNormal( in vec4 packednormal );
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vec4 frag( in v2f i );
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vec4 UnpackNormal( in vec4 packednormal ) {
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vec4 normal;
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normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
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normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
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return normal;
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}
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vec4 frag( in v2f i ) {
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vec3 bump1;
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vec3 bump2;
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vec3 bump;
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float fresnel;
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vec4 water;
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vec4 col;
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bump1 = UnpackNormal( texture2D( _BumpMap, i.bumpuv[ 0 ])).xyz ;
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bump2 = UnpackNormal( texture2D( _BumpMap, i.bumpuv[ 1 ])).xyz ;
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bump = ((bump1 + bump2) * 0.500000);
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fresnel = dot( i.viewDir, bump);
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water = texture2D( _ColorControl, vec2( fresnel, fresnel));
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col.xyz = mix( water.xyz , _horizonColor.xyz , vec3( water.w ));
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col.w = _horizonColor.w ;
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return col;
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}
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varying vec4 xlv_FOG;
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.fog = float( xlv_FOG);
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xlt_i.bumpuv[0] = vec2( gl_TexCoord[0]);
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xlt_i.bumpuv[1] = vec2( gl_TexCoord[1]);
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xlt_i.viewDir = vec3( gl_TexCoord[2]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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