mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
158 lines
3.1 KiB
Text
158 lines
3.1 KiB
Text
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec2 uv_DecalTex;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec4 hip_pack0;
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vec4 hip_screen;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _DecalTex;
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uniform vec4 _Color;
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void surf (
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in Input IN,
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inout SurfaceOutput o
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)
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{
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vec4 decal;
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vec4 c;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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c = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_DecalTex, IN.uv_DecalTex);
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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decal = tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = vec3(decal.w);
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vec3 tmpvar_6;
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tmpvar_6 = mix (c.xyz, decal.xyz, tmpvar_5);
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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c.xyz = tmpvar_7.xyz.xyz;
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vec4 tmpvar_8;
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tmpvar_8 = (c * _Color);
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c = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = c.xyz;
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o.Albedo = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = c.w;
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o.Alpha = tmpvar_10;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s,
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in vec4 light
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)
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{
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vec4 c;
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vec3 tmpvar_1;
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tmpvar_1 = (s.Albedo * light.xyz);
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c.xyz = tmpvar_1.xyz.xyz;
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float tmpvar_2;
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tmpvar_2 = s.Alpha;
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c.w = vec4(tmpvar_2).w;
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return c;
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}
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vec4 frag_surf (
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in v2f_surf IN
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)
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{
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vec4 col;
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vec4 light;
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SurfaceOutput o;
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Input surfIN;
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vec2 tmpvar_1;
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tmpvar_1 = IN.hip_pack0.xy;
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surfIN.uv_MainTex = tmpvar_1;
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vec2 tmpvar_2;
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tmpvar_2 = IN.hip_pack0.zw;
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surfIN.uv_DecalTex = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = vec3(0.0, 0.0, 0.0);
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o.Albedo = tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_4 = vec3(0.0, 0.0, 0.0);
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o.Emission = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 0.0;
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o.Specular = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = 0.0;
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o.Alpha = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = 0.0;
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o.Gloss = tmpvar_7;
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surf (surfIN, o);
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vec4 tmpvar_8;
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tmpvar_8 = texture2DProj (_LightBuffer, IN.hip_screen);
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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light = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10 = log2 (light);
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vec4 tmpvar_11;
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tmpvar_11 = -(tmpvar_10);
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light = tmpvar_11;
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vec3 tmpvar_12;
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tmpvar_12 = (light.xyz + unity_Ambient.xyz);
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light.xyz = tmpvar_12.xyz.xyz;
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vec4 tmpvar_13;
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tmpvar_13 = LightingLambert_PrePass (o, light);
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vec4 tmpvar_14;
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tmpvar_14 = tmpvar_13;
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col = tmpvar_14;
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return col;
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}
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void main ()
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{
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v2f_surf xlt_IN;
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vec4 xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN.pos = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = xlv_FOG.x;
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xlt_IN.fog = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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xlt_IN.hip_pack0 = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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xlt_IN.hip_screen = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = frag_surf (xlt_IN);
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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xl_retval = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = xl_retval.xyzw;
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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gl_FragData[0] = tmpvar_10;
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}
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