mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
141 lines
3.9 KiB
Text
141 lines
3.9 KiB
Text
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 Input {
|
|
vec2 uv_MainTex;
|
|
vec2 uv_BumpMap;
|
|
vec3 worldRefl;
|
|
vec3 viewDir;
|
|
};
|
|
struct v2f_surf {
|
|
vec4 pos;
|
|
float fog;
|
|
vec4 hip_pack0;
|
|
vec3 viewDir;
|
|
vec3 lightDir;
|
|
vec4 _LightCoord;
|
|
};
|
|
struct appdata_full {
|
|
vec4 vertex;
|
|
vec4 tangent;
|
|
vec3 normal;
|
|
vec4 texcoord;
|
|
vec4 texcoord1;
|
|
vec4 color;
|
|
};
|
|
uniform sampler2D _BumpMap;
|
|
uniform vec4 _Color;
|
|
uniform samplerCube _Cube;
|
|
uniform vec4 _LightColor0;
|
|
uniform sampler2D _LightTexture0;
|
|
uniform sampler2D _LightTextureB0;
|
|
uniform sampler2D _MainTex;
|
|
uniform float _Parallax;
|
|
uniform sampler2D _ParallaxMap;
|
|
uniform vec4 _ReflectColor;
|
|
vec4 UnpackNormal( in vec4 packednormal );
|
|
vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir );
|
|
void surf( in Input IN, inout SurfaceOutput o );
|
|
float UnitySpotCookie( in vec4 LightCoord );
|
|
float UnitySpotAttenuate( in vec3 LightCoord );
|
|
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
|
|
vec4 frag_surf( in v2f_surf IN );
|
|
vec4 UnpackNormal( in vec4 packednormal ) {
|
|
vec4 normal;
|
|
normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
|
|
normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
|
|
return normal;
|
|
}
|
|
vec2 ParallaxOffset( in float h, in float height, in vec3 viewDir ) {
|
|
vec3 v;
|
|
h = ((h * height) - (height / 2.00000));
|
|
v = normalize( viewDir );
|
|
v.z += 0.420000;
|
|
return (h * (v.xy / v.z ));
|
|
}
|
|
void surf( in Input IN, inout SurfaceOutput o ) {
|
|
float h;
|
|
vec2 offset;
|
|
vec4 tex;
|
|
vec4 c;
|
|
vec3 worldRefl;
|
|
vec4 reflcol;
|
|
h = texture2D( _ParallaxMap, IN.uv_BumpMap).w ;
|
|
offset = ParallaxOffset( h, _Parallax, IN.viewDir);
|
|
IN.uv_MainTex += offset;
|
|
IN.uv_BumpMap += offset;
|
|
tex = texture2D( _MainTex, IN.uv_MainTex);
|
|
c = (tex * _Color);
|
|
o.Albedo = c.xyz ;
|
|
o.Normal = vec3( UnpackNormal( texture2D( _BumpMap, IN.uv_BumpMap)));
|
|
worldRefl = IN.worldRefl;
|
|
reflcol = textureCube( _Cube, worldRefl);
|
|
reflcol *= tex.w ;
|
|
o.Emission = (reflcol.xyz * _ReflectColor.xyz );
|
|
o.Alpha = (reflcol.w * _ReflectColor.w );
|
|
}
|
|
float UnitySpotCookie( in vec4 LightCoord ) {
|
|
return texture2D( _LightTexture0, ((LightCoord.xy / LightCoord.w ) + 0.500000)).w ;
|
|
}
|
|
float UnitySpotAttenuate( in vec3 LightCoord ) {
|
|
return texture2D( _LightTextureB0, vec2( vec2( dot( LightCoord, LightCoord)))).w ;
|
|
}
|
|
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
|
|
float diff;
|
|
vec4 c;
|
|
diff = max( 0.000000, dot( s.Normal, lightDir));
|
|
c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
|
|
c.w = s.Alpha;
|
|
return c;
|
|
}
|
|
vec4 frag_surf( in v2f_surf IN ) {
|
|
Input surfIN;
|
|
SurfaceOutput o;
|
|
vec3 lightDir;
|
|
vec4 c;
|
|
surfIN.uv_MainTex = IN.hip_pack0.xy ;
|
|
surfIN.uv_BumpMap = IN.hip_pack0.zw ;
|
|
surfIN.viewDir = IN.viewDir;
|
|
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);
|
|
lightDir = IN.lightDir;
|
|
lightDir = normalize( lightDir );
|
|
c = LightingLambert( o, lightDir, ((float( (IN._LightCoord.z > 0.000000) ) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz )));
|
|
c.w = 0.000000;
|
|
return c;
|
|
}
|
|
varying vec4 xlv_FOG;
|
|
void main() {
|
|
vec4 xl_retval;
|
|
v2f_surf xlt_IN;
|
|
xlt_IN.pos = vec4(0.0);
|
|
xlt_IN.fog = float( xlv_FOG);
|
|
xlt_IN.hip_pack0 = vec4( gl_TexCoord[0]);
|
|
xlt_IN.viewDir = vec3( gl_TexCoord[1]);
|
|
xlt_IN.lightDir = vec3( gl_TexCoord[2]);
|
|
xlt_IN._LightCoord = vec4( gl_TexCoord[3]);
|
|
xl_retval = frag_surf( xlt_IN);
|
|
gl_FragData[0] = vec4( xl_retval);
|
|
}
|