mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
203 lines
4.3 KiB
Text
203 lines
4.3 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 worldPos;
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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 worldPos;
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vec3 normal;
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vec3 lightDir;
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vec4 _LightCoord;
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};
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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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varying vec4 xlv_FOG;
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void xll_clip (
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in float x_1
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)
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{
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if ((x_1 < 0.0)) {
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discard;
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};
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}
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void surf (
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in Input IN_2,
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inout SurfaceOutput o_3
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)
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{
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float tmpvar_4;
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tmpvar_4 = fract (((IN_2.worldPos.y + (IN_2.worldPos.z * 0.1)) * 5.0));
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xll_clip ((tmpvar_4 - 0.5));
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5.xyz;
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o_3.Albedo = tmpvar_6;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_LightTexture0, ((LightCoord_7.xy / LightCoord_7.w) + 0.5));
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return tmpvar_8.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_9
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)
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{
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float tmpvar_10;
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tmpvar_10 = dot (LightCoord_9, LightCoord_9);
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vec2 tmpvar_11;
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tmpvar_11 = vec2(tmpvar_10);
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vec2 tmpvar_12;
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tmpvar_12 = tmpvar_11.xy;
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vec4 tmpvar_13;
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tmpvar_13 = texture2D (_LightTextureB0, tmpvar_12);
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return tmpvar_13.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_14,
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in vec3 lightDir_15,
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in float atten_16
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)
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{
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vec4 c_17;
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float diff_18;
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float tmpvar_19;
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tmpvar_19 = dot (s_14.Normal, lightDir_15);
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float tmpvar_20;
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tmpvar_20 = max (0.0, tmpvar_19);
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float tmpvar_21;
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tmpvar_21 = tmpvar_20;
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diff_18 = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = ((s_14.Albedo * _LightColor0.xyz) * ((diff_18 * atten_16) * 2.0));
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c_17.xyz = tmpvar_22.xyz.xyz;
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float tmpvar_23;
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tmpvar_23 = s_14.Alpha;
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c_17.w = vec4(tmpvar_23).w;
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return c_17;
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}
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vec4 frag_surf (
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in v2f_surf IN_24
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)
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{
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vec4 c_25;
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vec3 lightDir_26;
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SurfaceOutput o_27;
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Input surfIN_28;
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vec2 tmpvar_29;
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tmpvar_29 = IN_24.hip_pack0.xy;
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surfIN_28.uv_MainTex = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = IN_24.worldPos;
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surfIN_28.worldPos = tmpvar_30;
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vec3 tmpvar_31;
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tmpvar_31 = vec3(0.0, 0.0, 0.0);
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o_27.Albedo = tmpvar_31;
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vec3 tmpvar_32;
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tmpvar_32 = vec3(0.0, 0.0, 0.0);
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o_27.Emission = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = 0.0;
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o_27.Specular = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = 0.0;
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o_27.Alpha = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = 0.0;
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o_27.Gloss = tmpvar_35;
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vec3 tmpvar_36;
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tmpvar_36 = IN_24.normal;
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o_27.Normal = tmpvar_36;
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surf (surfIN_28, o_27);
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vec3 tmpvar_37;
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tmpvar_37 = IN_24.lightDir;
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lightDir_26 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = normalize (lightDir_26);
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vec3 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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lightDir_26 = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = UnitySpotCookie (IN_24._LightCoord);
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float tmpvar_41;
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tmpvar_41 = UnitySpotAttenuate (IN_24._LightCoord.xyz);
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vec4 tmpvar_42;
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tmpvar_42 = LightingLambert (o_27, lightDir_26, ((float(
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(IN_24._LightCoord.z > 0.0)
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) * tmpvar_40) * tmpvar_41));
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vec4 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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c_25 = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = 0.0;
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c_25.w = vec4(tmpvar_44).w;
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return c_25;
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}
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void main ()
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{
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v2f_surf xlt_IN_45;
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vec4 xl_retval_46;
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vec4 tmpvar_47;
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tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_45.pos = tmpvar_47;
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float tmpvar_48;
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tmpvar_48 = xlv_FOG.x;
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xlt_IN_45.fog = tmpvar_48;
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vec2 tmpvar_49;
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tmpvar_49 = gl_TexCoord[0].xy;
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vec2 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_45.hip_pack0 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_TexCoord[1].xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_IN_45.worldPos = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = gl_TexCoord[2].xyz;
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vec3 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_IN_45.normal = tmpvar_54;
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vec3 tmpvar_55;
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tmpvar_55 = gl_TexCoord[3].xyz;
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vec3 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xlt_IN_45.lightDir = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = gl_TexCoord[4].xyzw;
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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xlt_IN_45._LightCoord = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = frag_surf (xlt_IN_45);
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vec4 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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xl_retval_46 = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61 = xl_retval_46.xyzw;
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vec4 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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gl_FragData[0] = tmpvar_62;
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}
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