mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
152 lines
3.1 KiB
Text
152 lines
3.1 KiB
Text
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struct v2f {
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vec4 pos;
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vec4 color;
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};
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struct appdata {
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vec4 vertex;
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vec3 normal;
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};
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varying vec4 xlv_TEXCOORD0;
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uniform vec4 unity_LightPosition[4];
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uniform vec4 unity_LightColor[4];
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uniform vec4 unity_LightAtten[4];
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uniform mat4 UNITY_MATRIX_MVP;
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uniform mat4 UNITY_MATRIX_MV;
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uniform mat4 UNITY_MATRIX_IT_MV;
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mat3 xll_constructMat3 (
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in mat4 m
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = m[0].xyz;
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vec3 tmpvar_2;
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tmpvar_2 = m[1].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = m[2].xyz;
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mat3 tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_1;
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tmpvar_4[0] = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_4[1] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_4[2] = tmpvar_7;
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return tmpvar_4;
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}
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vec3 ShadeMyVertexLights (
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in vec4 vertex,
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in vec3 normal
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)
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{
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float diff;
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float atten;
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float lengthSq;
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vec3 toLight;
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int i;
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vec3 lightColor;
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vec3 viewN;
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vec3 viewpos;
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vec3 tmpvar_1;
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tmpvar_1 = vec3(0.0, 0.0, 0.0);
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lightColor = tmpvar_1;
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int tmpvar_2;
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tmpvar_2 = 0;
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i = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = (UNITY_MATRIX_MV * vertex).xyz;
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viewpos = tmpvar_3;
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mat3 tmpvar_4;
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tmpvar_4 = (xll_constructMat3 (UNITY_MATRIX_IT_MV));
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vec3 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * normal);
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viewN = tmpvar_5;
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while (true) {
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if (!((i < 2))) {
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break;
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};
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vec3 tmpvar_6;
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tmpvar_6 = (unity_LightPosition[i].xyz - viewpos.xyz);
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toLight = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = dot (toLight, toLight);
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float tmpvar_8;
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tmpvar_8 = tmpvar_7;
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lengthSq = tmpvar_8;
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float tmpvar_9;
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tmpvar_9 = (1.0 / (1.0 + (lengthSq * unity_LightAtten[i].z)));
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atten = tmpvar_9;
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vec3 tmpvar_10;
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tmpvar_10 = normalize (toLight);
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float tmpvar_11;
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tmpvar_11 = dot (viewN, tmpvar_10);
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float tmpvar_12;
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tmpvar_12 = max (0.0, tmpvar_11);
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float tmpvar_13;
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tmpvar_13 = tmpvar_12;
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diff = tmpvar_13;
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vec3 tmpvar_14;
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tmpvar_14 = (lightColor + (unity_LightColor[i].xyz * (diff * atten)));
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lightColor = tmpvar_14;
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int _post_incdec_tmp;
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_post_incdec_tmp = i;
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int tmpvar_15;
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tmpvar_15 = (i + 1);
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i = tmpvar_15;
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};
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return (lightColor * 2.0);
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}
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v2f xlat_main (
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in appdata v
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)
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{
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v2f o;
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vec4 tmpvar_1;
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tmpvar_1 = (UNITY_MATRIX_MVP * v.vertex);
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o.pos = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = ShadeMyVertexLights (v.vertex, v.normal);
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vec4 tmpvar_3;
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tmpvar_3.w = 1.0;
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tmpvar_3.xyz = tmpvar_2.xyz;
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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o.color = tmpvar_4;
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return o;
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}
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void main ()
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{
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appdata xlt_v;
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v2f xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = gl_Vertex.xyzw;
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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xlt_v.vertex = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = gl_Normal.xyz;
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vec3 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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xlt_v.normal = tmpvar_4;
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v2f tmpvar_5;
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tmpvar_5 = xlat_main (xlt_v);
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v2f tmpvar_6;
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tmpvar_6 = tmpvar_5;
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xl_retval = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = xl_retval.pos.xyzw;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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gl_Position = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = xl_retval.color.xyzw;
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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xlv_TEXCOORD0 = tmpvar_10;
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}
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