mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
188 lines
4.1 KiB
Text
188 lines
4.1 KiB
Text
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struct SurfaceOutput {
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lowp vec3 Albedo;
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lowp vec3 Normal;
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lowp vec3 Emission;
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mediump float Specular;
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lowp float Gloss;
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lowp float Alpha;
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};
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struct Input {
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mediump vec2 uv_MainTex;
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};
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struct v2f_surf {
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highp vec4 pos;
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mediump vec2 pack0;
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mediump vec3 viewDir;
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lowp vec3 lightDir;
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lowp vec3 vlight;
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};
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varying lowp vec3 xlv_TEXCOORD3;
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varying lowp vec3 xlv_TEXCOORD2;
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varying mediump vec3 xlv_TEXCOORD1;
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varying mediump vec2 xlv_TEXCOORD0;
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uniform mediump float _Shininess;
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uniform sampler2D _MainTex;
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _BumpMap;
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lowp vec3 UnpackNormal (
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in lowp vec4 packednormal
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)
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{
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return ((packednormal.xyz * 2.0) - 1.0);
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}
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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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lowp vec4 tex;
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lowp vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
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lowp vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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tex = tmpvar_2;
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lowp vec3 tmpvar_3;
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tmpvar_3 = tex.xyz;
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o.Albedo = tmpvar_3;
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lowp float tmpvar_4;
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tmpvar_4 = tex.w;
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o.Gloss = tmpvar_4;
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lowp float tmpvar_5;
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tmpvar_5 = tex.w;
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o.Alpha = tmpvar_5;
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mediump float tmpvar_6;
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tmpvar_6 = _Shininess;
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o.Specular = tmpvar_6;
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lowp vec4 tmpvar_7;
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tmpvar_7 = texture2D (_BumpMap, IN.uv_MainTex);
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lowp vec3 tmpvar_8;
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tmpvar_8 = UnpackNormal (tmpvar_7);
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lowp vec3 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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o.Normal = tmpvar_9;
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}
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lowp vec4 LightingMobileBlinnPhong (
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in SurfaceOutput s,
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in lowp vec3 lightDir,
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in lowp vec3 halfDir,
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in lowp float atten
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)
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{
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lowp vec4 c;
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lowp float spec;
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lowp float nh;
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lowp float diff;
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lowp float tmpvar_1;
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tmpvar_1 = dot (s.Normal, lightDir);
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lowp float tmpvar_2;
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tmpvar_2 = max (0.0, tmpvar_1);
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lowp float tmpvar_3;
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tmpvar_3 = tmpvar_2;
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diff = tmpvar_3;
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lowp float tmpvar_4;
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tmpvar_4 = dot (s.Normal, halfDir);
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lowp float tmpvar_5;
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tmpvar_5 = max (0.0, tmpvar_4);
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lowp float tmpvar_6;
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tmpvar_6 = tmpvar_5;
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nh = tmpvar_6;
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mediump float tmpvar_7;
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tmpvar_7 = pow (nh, (s.Specular * 128.0));
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mediump float tmpvar_8;
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tmpvar_8 = (tmpvar_7 * s.Gloss);
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spec = tmpvar_8;
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lowp vec3 tmpvar_9;
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tmpvar_9 = ((((s.Albedo * diff) + spec) * _LightColor0.xyz) * (atten * 2.0));
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c.xyz = tmpvar_9.xyz.xyz;
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float tmpvar_10;
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tmpvar_10 = 0.0;
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c.w = vec4(tmpvar_10).w;
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return c;
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}
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lowp vec4 frag_surf (
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in v2f_surf IN
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)
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{
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lowp vec4 c;
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lowp float atten;
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SurfaceOutput o;
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Input surfIN;
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mediump vec2 tmpvar_1;
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tmpvar_1 = IN.pack0.xy;
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surfIN.uv_MainTex = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = vec3(0.0, 0.0, 0.0);
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o.Albedo = 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.Emission = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = 0.0;
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o.Specular = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 0.0;
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o.Alpha = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = 0.0;
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o.Gloss = tmpvar_6;
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surf (surfIN, o);
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float tmpvar_7;
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tmpvar_7 = 1.0;
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atten = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = vec4(0.0, 0.0, 0.0, 0.0);
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c = tmpvar_8;
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lowp vec4 tmpvar_9;
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tmpvar_9 = LightingMobileBlinnPhong (o, IN.lightDir, IN.viewDir, atten);
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lowp vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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c = tmpvar_10;
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lowp vec3 tmpvar_11;
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tmpvar_11 = (c.xyz + (o.Albedo * IN.vlight));
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c.xyz = tmpvar_11.xyz.xyz;
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return c;
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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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lowp 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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mediump vec2 tmpvar_2;
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tmpvar_2 = xlv_TEXCOORD0.xy;
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mediump vec2 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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xlt_IN.pack0 = tmpvar_3;
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mediump vec3 tmpvar_4;
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tmpvar_4 = xlv_TEXCOORD1.xyz;
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mediump vec3 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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xlt_IN.viewDir = tmpvar_5;
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lowp vec3 tmpvar_6;
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tmpvar_6 = xlv_TEXCOORD2.xyz;
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lowp vec3 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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xlt_IN.lightDir = tmpvar_7;
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lowp vec3 tmpvar_8;
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tmpvar_8 = xlv_TEXCOORD3.xyz;
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lowp vec3 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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xlt_IN.vlight = tmpvar_9;
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lowp vec4 tmpvar_10;
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tmpvar_10 = frag_surf (xlt_IN);
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lowp vec4 tmpvar_11;
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tmpvar_11 = tmpvar_10;
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xl_retval = tmpvar_11;
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lowp vec4 tmpvar_12;
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tmpvar_12 = xl_retval.xyzw;
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lowp vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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gl_FragData[0] = tmpvar_13;
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}
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