mirror of
https://github.com/scratchfoundation/bgfx.git
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54 lines
1.5 KiB
Text
54 lines
1.5 KiB
Text
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#version 300 es
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// Metal translation was producing a wrong typecast
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// on o.backContrib[j] = (backContrib * 2.0) expression;
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// was thinking LHS is a float3
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#define gl_Vertex _glesVertex
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in vec4 _glesVertex;
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#define gl_Normal _glesNormal
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in vec3 _glesNormal;
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float xll_saturate_f( float x) {
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return clamp( x, 0.0, 1.0);
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}
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struct appdata_full {
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highp vec4 vertex;
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highp vec3 normal;
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};
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struct v2f {
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highp vec4 pos;
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highp vec3 backContrib;
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};
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform highp mat4 glstate_matrix_mvp;
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uniform highp mat4 _World2Object;
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uniform highp vec3 _TerrainTreeLightDirections[4];
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highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
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highp vec3 objSpaceCameraPos = (_World2Object * vec4( _WorldSpaceCameraPos.xyz, 1.0)).xyz;
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return (objSpaceCameraPos - v.xyz);
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}
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v2f vert( in appdata_full v ) {
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v2f o;
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o.pos = (glstate_matrix_mvp * v.vertex);
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highp vec3 viewDir = normalize(ObjSpaceViewDir( v.vertex));
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highp int j = 0;
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for ( ; (j < 3); (j++)) {
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highp vec3 lightDir = _TerrainTreeLightDirections[j];
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mediump float nl = dot( v.normal, lightDir);
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mediump float backContrib = xll_saturate_f(dot( viewDir, (-lightDir)));
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o.backContrib[j] = (backContrib * 2.0);
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}
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return o;
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}
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out highp vec3 xlv_TEXCOORD2;
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void main() {
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v2f xl_retval;
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appdata_full 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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xl_retval = vert( xlt_v);
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gl_Position = vec4(xl_retval.pos);
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xlv_TEXCOORD2 = vec3(xl_retval.backContrib);
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}
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