mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
127 lines
3.3 KiB
Text
127 lines
3.3 KiB
Text
float xll_saturate( float x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
vec2 xll_saturate( vec2 x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
vec3 xll_saturate( vec3 x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
vec4 xll_saturate( vec4 x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
mat2 xll_saturate(mat2 m) {
|
|
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
|
|
}
|
|
mat3 xll_saturate(mat3 m) {
|
|
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
|
|
}
|
|
mat4 xll_saturate(mat4 m) {
|
|
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
|
|
}
|
|
struct v2f_vertex_lit {
|
|
vec2 uv;
|
|
vec4 diff;
|
|
vec4 spec;
|
|
};
|
|
struct v2f_img {
|
|
vec4 pos;
|
|
vec2 uv;
|
|
};
|
|
struct appdata_img {
|
|
vec4 vertex;
|
|
vec2 texcoord;
|
|
};
|
|
struct SurfaceOutput {
|
|
vec3 Albedo;
|
|
vec3 Normal;
|
|
vec3 Emission;
|
|
float Specular;
|
|
float Gloss;
|
|
float Alpha;
|
|
};
|
|
struct appdata_full {
|
|
vec4 vertex;
|
|
vec4 tangent;
|
|
vec3 normal;
|
|
vec4 texcoord;
|
|
vec4 texcoord1;
|
|
vec4 color;
|
|
};
|
|
struct Input {
|
|
vec2 uv_MainTex;
|
|
};
|
|
struct v2f_surf {
|
|
vec4 pos;
|
|
vec3 _ShadowCoord0;
|
|
vec3 _ShadowCoord1;
|
|
vec3 _ShadowCoord2;
|
|
vec3 _ShadowCoord3;
|
|
vec2 _ShadowZFade;
|
|
};
|
|
uniform vec4 _Color;
|
|
uniform vec4 _LightShadowData;
|
|
uniform vec4 _LightSplitsFar;
|
|
uniform vec4 _LightSplitsNear;
|
|
uniform sampler2D _MainTex;
|
|
uniform vec4 _ProjectionParams;
|
|
uniform sampler2D _ShadowMapTexture;
|
|
void surf( in Input IN, inout SurfaceOutput o );
|
|
vec2 EncodeFloatRG( in float v );
|
|
vec4 frag_surf( in v2f_surf IN );
|
|
void surf( in Input IN, inout SurfaceOutput o ) {
|
|
vec4 c;
|
|
c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
|
|
o.Albedo = c.xyz ;
|
|
o.Alpha = c.w ;
|
|
}
|
|
vec2 EncodeFloatRG( in float v ) {
|
|
vec2 kEncodeMul = vec2( 1.00000, 255.000);
|
|
float kEncodeBit = 0.00392157;
|
|
vec2 enc;
|
|
enc = (kEncodeMul * v);
|
|
enc = fract( enc );
|
|
enc.x -= (enc.y * kEncodeBit);
|
|
return enc;
|
|
}
|
|
vec4 frag_surf( in v2f_surf IN ) {
|
|
SurfaceOutput o;
|
|
Input surfIN;
|
|
vec4 z;
|
|
vec4 near;
|
|
vec4 far;
|
|
vec4 weights;
|
|
vec4 coord;
|
|
float shadow;
|
|
float faded;
|
|
vec4 res;
|
|
o.Albedo = vec3( 0.000000);
|
|
o.Emission = vec3( 0.000000);
|
|
o.Specular = 0.000000;
|
|
o.Alpha = 0.000000;
|
|
o.Gloss = 0.000000;
|
|
surf( surfIN, o);
|
|
z = vec4( IN._ShadowZFade.x );
|
|
near = vec4( greaterThanEqual( z, _LightSplitsNear) );
|
|
far = vec4( lessThan( z, _LightSplitsFar) );
|
|
weights = (near * far);
|
|
coord = vec4( ((((IN._ShadowCoord0 * weights.x ) + (IN._ShadowCoord1 * weights.y )) + (IN._ShadowCoord2 * weights.z )) + (IN._ShadowCoord3 * weights.w )), 1.00000);
|
|
shadow = ( (texture2D( _ShadowMapTexture, coord.xy ).x < coord.z ) ) ? ( _LightShadowData.x ) : ( 1.00000 );
|
|
faded = xll_saturate( (shadow + xll_saturate( IN._ShadowZFade.y )) );
|
|
res.x = faded;
|
|
res.y = 1.00000;
|
|
res.zw = EncodeFloatRG( float( (1.00000 - (z * _ProjectionParams.w ))));
|
|
return res;
|
|
}
|
|
void main() {
|
|
vec4 xl_retval;
|
|
v2f_surf xlt_IN;
|
|
xlt_IN.pos = vec4(0.0);
|
|
xlt_IN._ShadowCoord0 = vec3( gl_TexCoord[0]);
|
|
xlt_IN._ShadowCoord1 = vec3( gl_TexCoord[1]);
|
|
xlt_IN._ShadowCoord2 = vec3( gl_TexCoord[2]);
|
|
xlt_IN._ShadowCoord3 = vec3( gl_TexCoord[3]);
|
|
xlt_IN._ShadowZFade = vec2( gl_TexCoord[4]);
|
|
xl_retval = frag_surf( xlt_IN);
|
|
gl_FragData[0] = vec4( xl_retval);
|
|
}
|