mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
253 lines
5.6 KiB
Text
253 lines
5.6 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec3 worldRefl;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec3 normal;
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vec3 lightDir;
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vec3 viewDir;
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vec4 _LightCoord;
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};
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uniform vec4 _Color;
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uniform samplerCube _Cube;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform vec4 _ReflectColor;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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varying vec4 xlv_FOG;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 reflcol_3;
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vec4 c_4;
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vec4 tex_5;
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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tex_5 = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = (tex_5 * _Color);
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c_4 = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = c_4.xyz;
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o_2.Albedo = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = tex_5.w;
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o_2.Gloss = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = _Shininess;
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o_2.Specular = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12 = textureCube (_Cube, IN_1.worldRefl);
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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reflcol_3 = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = (reflcol_3 * tex_5.w);
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reflcol_3 = tmpvar_14;
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vec3 tmpvar_15;
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tmpvar_15 = (reflcol_3.xyz * _ReflectColor.xyz);
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o_2.Emission = tmpvar_15;
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float tmpvar_16;
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tmpvar_16 = (reflcol_3.w * _ReflectColor.w);
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o_2.Alpha = tmpvar_16;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_17
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)
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{
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vec4 tmpvar_18;
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tmpvar_18 = texture2D (_LightTexture0, ((LightCoord_17.xy / LightCoord_17.w) + 0.5));
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return tmpvar_18.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_19
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)
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{
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float tmpvar_20;
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tmpvar_20 = dot (LightCoord_19, LightCoord_19);
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vec2 tmpvar_21;
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tmpvar_21 = vec2(tmpvar_20);
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vec2 tmpvar_22;
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tmpvar_22 = tmpvar_21.xy;
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vec4 tmpvar_23;
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tmpvar_23 = texture2D (_LightTextureB0, tmpvar_22);
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return tmpvar_23.w;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput s_24,
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in vec3 lightDir_25,
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in vec3 viewDir_26,
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in float atten_27
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)
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{
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vec4 c_28;
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float spec_29;
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float nh_30;
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float diff_31;
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vec3 h_32;
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vec3 tmpvar_33;
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tmpvar_33 = normalize ((lightDir_25 + viewDir_26));
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vec3 tmpvar_34;
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tmpvar_34 = tmpvar_33;
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h_32 = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = dot (s_24.Normal, lightDir_25);
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float tmpvar_36;
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tmpvar_36 = max (0.0, tmpvar_35);
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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diff_31 = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = dot (s_24.Normal, h_32);
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float tmpvar_39;
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tmpvar_39 = max (0.0, tmpvar_38);
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float tmpvar_40;
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tmpvar_40 = tmpvar_39;
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nh_30 = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0));
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float tmpvar_42;
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tmpvar_42 = (tmpvar_41 * s_24.Gloss);
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spec_29 = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = (((
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(s_24.Albedo * _LightColor0.xyz)
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* diff_31) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* spec_29)) * (atten_27 * 2.0));
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c_28.xyz = tmpvar_43.xyz.xyz;
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float tmpvar_44;
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tmpvar_44 = (s_24.Alpha + ((
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(_LightColor0.w * _SpecColor.w)
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* spec_29) * atten_27));
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c_28.w = vec4(tmpvar_44).w;
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return c_28;
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}
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vec4 frag_surf (
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in v2f_surf IN_45
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)
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{
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vec4 c_46;
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vec3 lightDir_47;
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SurfaceOutput o_48;
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Input surfIN_49;
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vec2 tmpvar_50;
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tmpvar_50 = IN_45.hip_pack0.xy;
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surfIN_49.uv_MainTex = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = vec3(0.0, 0.0, 0.0);
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o_48.Albedo = tmpvar_51;
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vec3 tmpvar_52;
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tmpvar_52 = vec3(0.0, 0.0, 0.0);
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o_48.Emission = tmpvar_52;
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float tmpvar_53;
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tmpvar_53 = 0.0;
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o_48.Specular = tmpvar_53;
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float tmpvar_54;
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tmpvar_54 = 0.0;
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o_48.Alpha = tmpvar_54;
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float tmpvar_55;
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tmpvar_55 = 0.0;
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o_48.Gloss = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = IN_45.normal;
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o_48.Normal = tmpvar_56;
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surf (surfIN_49, o_48);
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vec3 tmpvar_57;
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tmpvar_57 = IN_45.lightDir;
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lightDir_47 = tmpvar_57;
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vec3 tmpvar_58;
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tmpvar_58 = normalize (lightDir_47);
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vec3 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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lightDir_47 = tmpvar_59;
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vec3 tmpvar_60;
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tmpvar_60 = IN_45.viewDir.xyz;
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vec3 tmpvar_61;
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tmpvar_61 = normalize (tmpvar_60);
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float tmpvar_62;
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tmpvar_62 = UnitySpotCookie (IN_45._LightCoord);
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float tmpvar_63;
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tmpvar_63 = UnitySpotAttenuate (IN_45._LightCoord.xyz);
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vec4 tmpvar_64;
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tmpvar_64 = LightingBlinnPhong (o_48, lightDir_47, tmpvar_61, ((float(
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(IN_45._LightCoord.z > 0.0)
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) * tmpvar_62) * tmpvar_63));
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vec4 tmpvar_65;
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tmpvar_65 = tmpvar_64;
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c_46 = tmpvar_65;
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float tmpvar_66;
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tmpvar_66 = 0.0;
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c_46.w = vec4(tmpvar_66).w;
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return c_46;
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}
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void main ()
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{
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v2f_surf xlt_IN_67;
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vec4 xl_retval_68;
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vec4 tmpvar_69;
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tmpvar_69 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_67.pos = tmpvar_69;
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float tmpvar_70;
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tmpvar_70 = xlv_FOG.x;
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xlt_IN_67.fog = tmpvar_70;
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vec2 tmpvar_71;
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tmpvar_71 = gl_TexCoord[0].xy;
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vec2 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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xlt_IN_67.hip_pack0 = tmpvar_72;
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vec3 tmpvar_73;
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tmpvar_73 = gl_TexCoord[1].xyz;
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vec3 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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xlt_IN_67.normal = tmpvar_74;
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vec3 tmpvar_75;
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tmpvar_75 = gl_TexCoord[2].xyz;
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vec3 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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xlt_IN_67.lightDir = tmpvar_76;
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vec3 tmpvar_77;
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tmpvar_77 = gl_TexCoord[3].xyz;
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vec3 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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xlt_IN_67.viewDir = tmpvar_78;
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vec4 tmpvar_79;
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tmpvar_79 = gl_TexCoord[4].xyzw;
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vec4 tmpvar_80;
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tmpvar_80 = tmpvar_79;
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xlt_IN_67._LightCoord = tmpvar_80;
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vec4 tmpvar_81;
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tmpvar_81 = frag_surf (xlt_IN_67);
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vec4 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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xl_retval_68 = tmpvar_82;
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vec4 tmpvar_83;
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tmpvar_83 = xl_retval_68.xyzw;
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vec4 tmpvar_84;
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tmpvar_84 = tmpvar_83;
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gl_FragData[0] = tmpvar_84;
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}
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