mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
68 lines
2.2 KiB
Text
68 lines
2.2 KiB
Text
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attribute vec4 TANGENT;
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uniform vec4 unity_LightShadowBias;
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uniform vec4 _WavingTint;
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uniform vec4 _WaveAndDistance;
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uniform vec4 _MainTex_ST;
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uniform vec3 _CameraUp;
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uniform vec3 _CameraRight;
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uniform vec4 _CameraPosition;
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void main ()
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{
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vec4 tmpvar_1;
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vec2 tmpvar_2;
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vec4 pos;
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pos = gl_Vertex;
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vec2 offset;
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offset = TANGENT.xy;
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vec3 tmpvar_3;
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tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz);
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float tmpvar_4;
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tmpvar_4 = dot (tmpvar_3, tmpvar_3);
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if ((tmpvar_4 > _WaveAndDistance.w)) {
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offset = vec2(0.0, 0.0);
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};
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pos.xyz = (gl_Vertex.xyz + (offset.x * _CameraRight));
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pos.xyz = (pos.xyz + (offset.y * _CameraUp));
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vec4 vertex;
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vertex = pos;
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vec4 outColor;
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vec3 waveMove;
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waveMove = vec3(0.0, 0.0, 0.0);
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vec4 tmpvar_5;
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tmpvar_5 = ((fract ((((pos.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
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vec4 tmpvar_6;
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tmpvar_6 = (tmpvar_5 * tmpvar_5);
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vec4 tmpvar_7;
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tmpvar_7 = (tmpvar_6 * tmpvar_5);
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vec4 tmpvar_8;
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tmpvar_8 = (tmpvar_7 * tmpvar_6);
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vec4 tmpvar_9;
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tmpvar_9 = (((tmpvar_5 + (tmpvar_7 * -0.161616)) + (tmpvar_8 * 0.0083333)) + ((tmpvar_8 * tmpvar_6) * -0.00019841));
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vec4 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * tmpvar_9);
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vec4 tmpvar_11;
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tmpvar_11 = (tmpvar_10 * tmpvar_10);
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vec4 tmpvar_12;
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tmpvar_12 = (tmpvar_11 * TANGENT.y);
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waveMove.x = dot (tmpvar_12, vec4(0.024, 0.04, -0.12, 0.096));
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waveMove.z = dot (tmpvar_12, vec4(0.006, 0.02, -0.02, 0.1));
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vertex.xz = (pos.xz - (waveMove.xz * _WaveAndDistance.z));
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outColor.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_11, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0);
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outColor.w = 1.0;
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tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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vec4 tmpvar_13;
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tmpvar_13 = (gl_ModelViewProjectionMatrix * vertex);
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tmpvar_1 = tmpvar_13;
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tmpvar_1.z = (tmpvar_13.z + unity_LightShadowBias.x);
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if ((tmpvar_1.z < -(tmpvar_13.w))) {
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tmpvar_1.z = -(tmpvar_13.w);
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};
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gl_Position = tmpvar_1;
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vec4 tmpvar_14;
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tmpvar_14.zw = vec2(0.0, 0.0);
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tmpvar_14.xy = tmpvar_2;
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gl_TexCoord[1] = tmpvar_14;
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gl_FrontColor = outColor;
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}
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