mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
187 lines
3.7 KiB
Text
187 lines
3.7 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_BumpMap;
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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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vec2 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 vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform float _Cutoff;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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void xll_clip (
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in float x
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)
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{
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if ((x < 0.0)) {
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discard;
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};
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}
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vec4 UnpackNormal (
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in vec4 packednormal
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)
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{
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vec4 normal;
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vec2 tmpvar_1;
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tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
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normal.xy = tmpvar_1.xy.xy;
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float tmpvar_2;
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tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
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float tmpvar_3;
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tmpvar_3 = tmpvar_2;
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normal.z = vec3(tmpvar_3).z;
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return normal;
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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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vec4 tex;
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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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tex = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = (tex.xyz * _Color.xyz);
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o.Albedo = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = tex.w;
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o.Gloss = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = (tex.w * _Color.w);
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o.Alpha = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = _Shininess;
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o.Specular = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_BumpMap, IN.uv_BumpMap);
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vec4 tmpvar_8;
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tmpvar_8 = UnpackNormal (tmpvar_7);
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vec3 tmpvar_9;
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tmpvar_9 = tmpvar_8.xyz;
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vec3 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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o.Normal = tmpvar_10;
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}
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vec4 LightingBlinnPhong_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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float spec;
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float tmpvar_1;
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tmpvar_1 = (light.w * s.Gloss);
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spec = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = ((s.Albedo * light.xyz) + ((light.xyz * _SpecColor.xyz) * spec));
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c.xyz = tmpvar_2.xyz.xyz;
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float tmpvar_3;
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tmpvar_3 = (s.Alpha + (spec * _SpecColor.w));
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c.w = vec4(tmpvar_3).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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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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xll_clip ((o.Alpha - _Cutoff));
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vec4 tmpvar_7;
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tmpvar_7 = texture2DProj (_LightBuffer, IN.hip_screen);
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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light = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = log2 (light);
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vec4 tmpvar_10;
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tmpvar_10 = -(tmpvar_9);
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light = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = (light.xyz + unity_Ambient.xyz);
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light.xyz = tmpvar_11.xyz.xyz;
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vec4 tmpvar_12;
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tmpvar_12 = LightingBlinnPhong_PrePass (o, light);
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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col = tmpvar_13;
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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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vec2 tmpvar_3;
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tmpvar_3 = gl_TexCoord[0].xy;
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vec2 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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