mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
60 lines
1.8 KiB
Text
60 lines
1.8 KiB
Text
uniform float _Cutoff;
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uniform vec4 _LightShadowData;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightSplitsNear;
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uniform sampler2D _MainTex;
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uniform vec4 _ProjectionParams;
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uniform sampler2D _ShadowMapTexture;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[4].xy;
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vec4 res_2;
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vec4 weights_3;
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float x_4;
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x_4 = ((texture2D (_MainTex, gl_TexCoord[5].xy).w * gl_Color.w) - _Cutoff);
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if ((x_4 < 0.0)) {
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discard;
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};
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weights_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
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vec4 tmpvar_5;
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tmpvar_5.w = 1.0;
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tmpvar_5.xyz = (((
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(gl_TexCoord[0].xyz * weights_3.x)
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+
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(gl_TexCoord[1].xyz * weights_3.y)
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) + (gl_TexCoord[2].xyz * weights_3.z)) + (gl_TexCoord[3].xyz * weights_3.w));
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_ShadowMapTexture, tmpvar_5.xy);
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float tmpvar_7;
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if ((tmpvar_6.x < tmpvar_5.z)) {
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tmpvar_7 = _LightShadowData.x;
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} else {
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tmpvar_7 = 1.0;
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};
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res_2.x = clamp ((tmpvar_7 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
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res_2.y = 1.0;
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vec2 enc_8;
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enc_8 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x);
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vec2 tmpvar_9;
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tmpvar_9 = fract(enc_8);
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enc_8.y = tmpvar_9.y;
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enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157));
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res_2.zw = enc_8;
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gl_FragData[0] = res_2;
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}
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// stats: 28 alu 3 tex 2 flow
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// inputs: 2
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// #0: gl_Color (high float) 4x1 [-1] loc 1
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// #1: gl_TexCoord (high float) 4x1 [6] loc 4
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// uniforms: 5 (total size: 0)
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// #0: _Cutoff (high float) 1x1 [-1]
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// #1: _LightShadowData (high float) 4x1 [-1]
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// #2: _LightSplitsFar (high float) 4x1 [-1]
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// #3: _LightSplitsNear (high float) 4x1 [-1]
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// #4: _ProjectionParams (high float) 4x1 [-1]
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// textures: 2
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// #0: _MainTex (high 2d) 0x0 [-1]
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// #1: _ShadowMapTexture (high 2d) 0x0 [-1]
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