mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
38 lines
1.2 KiB
Text
38 lines
1.2 KiB
Text
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uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 light;
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vec2 tmpvar_3;
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vec3 v;
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vec3 tmpvar_4;
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tmpvar_4 = normalize (gl_TexCoord[1].xyz);
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v = tmpvar_4;
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v.z = (tmpvar_4.z + 0.42);
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tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_4.xy / v.z));
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vec4 tmpvar_5;
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tmpvar_5 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
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vec4 normal;
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normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0);
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normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
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vec4 tmpvar_6;
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tmpvar_6 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light = tmpvar_6;
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light.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
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vec4 c_i0;
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c_i0.xyz = (tmpvar_5.xyz * light.xyz);
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c_i0.w = tmpvar_5.w;
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gl_FragData[0] = c_i0;
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}
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