mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
78 lines
2.3 KiB
Text
78 lines
2.3 KiB
Text
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varying vec4 xlv_FOG;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 unity_SHC;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAb;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _World2Object;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform vec4 _BumpMap_ST;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
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mat3 tmpvar_3;
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tmpvar_3[0] = _Object2World[0].xyz;
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tmpvar_3[1] = _Object2World[1].xyz;
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tmpvar_3[2] = _Object2World[2].xyz;
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vec3 tmpvar_4;
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tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
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vec3 tmpvar_5;
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tmpvar_5 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
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mat3 tmpvar_6;
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tmpvar_6[0].x = TANGENT.x;
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tmpvar_6[0].y = tmpvar_5.x;
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tmpvar_6[0].z = gl_Normal.x;
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tmpvar_6[1].x = TANGENT.y;
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tmpvar_6[1].y = tmpvar_5.y;
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tmpvar_6[1].z = gl_Normal.y;
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tmpvar_6[2].x = TANGENT.z;
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tmpvar_6[2].y = tmpvar_5.z;
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tmpvar_6[2].z = gl_Normal.z;
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vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = _WorldSpaceCameraPos;
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vec4 tmpvar_8;
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tmpvar_8.w = 1.0;
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tmpvar_8.xyz = tmpvar_4;
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vec3 x2;
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vec3 x1;
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x1.x = dot (unity_SHAr, tmpvar_8);
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x1.y = dot (unity_SHAg, tmpvar_8);
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x1.z = dot (unity_SHAb, tmpvar_8);
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vec4 tmpvar_9;
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tmpvar_9 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
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x2.x = dot (unity_SHBr, tmpvar_9);
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x2.y = dot (unity_SHBg, tmpvar_9);
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x2.z = dot (unity_SHBb, tmpvar_9);
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gl_Position = tmpvar_2;
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vec4 tmpvar_10;
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tmpvar_10.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_10.x = tmpvar_2.z;
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xlv_FOG = tmpvar_10;
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gl_TexCoord[0] = tmpvar_1;
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vec4 tmpvar_11;
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tmpvar_11.w = 0.0;
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tmpvar_11.xyz = (tmpvar_6 * (((_World2Object * tmpvar_7).xyz * unity_Scale.w) - gl_Vertex.xyz));
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gl_TexCoord[1] = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12.w = 0.0;
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tmpvar_12.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
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gl_TexCoord[2] = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13.w = 0.0;
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tmpvar_13.xyz = ((x1 + x2) + (unity_SHC.xyz * ((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y))));
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gl_TexCoord[3] = tmpvar_13;
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}
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