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https://github.com/scratchfoundation/bgfx.git
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51 lines
1.3 KiB
Text
51 lines
1.3 KiB
Text
uniform sampler2D _BumpSpecMap;
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uniform float _Cutoff;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform sampler2D _TranslucencyMap;
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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[0].xy;
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[1].xyz;
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, tmpvar_1);
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_TranslucencyMap, tmpvar_1);
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float tmpvar_6;
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tmpvar_6 = (tmpvar_4.w * gl_Color.w);
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_BumpSpecMap, tmpvar_1);
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vec4 normal_8;
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normal_8.xy = ((tmpvar_7.wy * 2.0) - 1.0);
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normal_8.z = sqrt(((1.0 -
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(normal_8.x * normal_8.x)
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) - (normal_8.y * normal_8.y)));
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float x_9;
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x_9 = (tmpvar_6 - _Cutoff);
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if ((x_9 < 0.0)) {
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discard;
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};
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vec4 c_10;
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float tmpvar_11;
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tmpvar_11 = dot (normal_8.xyz, tmpvar_2);
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float tmpvar_12;
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tmpvar_12 = max (0.0, -(tmpvar_11));
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c_10.xyz = (((
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((tmpvar_4.xyz * gl_Color.xyz) * (max (0.0, (
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(tmpvar_11 * 0.5)
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+ 0.5)) + ((tmpvar_5.xyz * tmpvar_12) * 2.0)))
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+
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((pow (max (0.0,
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dot (normal_8.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[2].xyz))))
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), (tmpvar_7.x * 128.0)) * tmpvar_5.w) * (1.0 - clamp (ceil(tmpvar_12), 0.0, 1.0)))
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) * _LightColor0.xyz) * 2.0);
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c_3.xyz = c_10.xyz;
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c_3.w = tmpvar_6;
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gl_FragData[0] = c_3;
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}
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// inputs: 2, stats: 36 alu 4 tex 1 flow
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