mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
62 lines
1.6 KiB
Text
62 lines
1.6 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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uniform sampler2D _CameraDepthNormalsTexture;
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uniform sampler2D _MainTex;
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vec3 DecodeViewNormalStereo( in vec4 enc4 );
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float DecodeFloatRG( in vec2 enc );
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void DecodeDepthNormal( in vec4 enc, out float depth, out vec3 normal );
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vec4 frag( in v2f_img i );
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vec3 DecodeViewNormalStereo( in vec4 enc4 ) {
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float kScale = 1.77770;
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vec3 nn;
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float g;
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vec3 n;
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nn = ((enc4.xyz * vec3( (2.00000 * kScale), (2.00000 * kScale), 0.000000)) + vec3( ( -kScale ), ( -kScale ), 1.00000));
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g = (2.00000 / dot( nn.xyz , nn.xyz ));
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n.xy = (g * nn.xy );
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n.z = (g - 1.00000);
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return n;
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}
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float DecodeFloatRG( in vec2 enc ) {
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vec2 kDecodeDot = vec2( 1.00000, 0.00392157);
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return dot( enc, kDecodeDot);
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}
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void DecodeDepthNormal( in vec4 enc, out float depth, out vec3 normal ) {
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depth = DecodeFloatRG( enc.zw );
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normal = DecodeViewNormalStereo( enc);
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}
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vec4 frag( in v2f_img i ) {
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vec4 tex;
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vec4 depth;
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float z;
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vec3 n;
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vec4 col;
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tex = texture2D( _MainTex, i.uv);
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depth = texture2D( _CameraDepthNormalsTexture, i.uv);
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DecodeDepthNormal( depth, z, n);
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col.x = z;
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col.y = ((n.x * 0.500000) + 0.500000);
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col.z = ((n.y * 0.500000) + 0.500000);
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col.w = tex.w ;
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return col;
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}
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void main() {
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vec4 xl_retval;
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v2f_img xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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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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