mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
320 lines
6.7 KiB
Text
320 lines
6.7 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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vec2 uv_BumpMap;
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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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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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vec4 UnpackNormal (
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in vec4 packednormal_33
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)
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{
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vec4 normal_34;
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vec2 tmpvar_35;
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tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0);
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normal_34.xy = tmpvar_35.xy.xy;
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float tmpvar_36;
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tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y)));
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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normal_34.z = vec3(tmpvar_37).z;
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return normal_34;
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}
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void surf (
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in Input IN_38,
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inout SurfaceOutput o_39
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)
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{
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vec4 tex_40;
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vec4 tmpvar_41;
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tmpvar_41 = texture2D (_MainTex, IN_38.uv_MainTex);
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vec4 tmpvar_42;
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tmpvar_42 = tmpvar_41;
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tex_40 = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = (tex_40.xyz * _Color.xyz);
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o_39.Albedo = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = tex_40.w;
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o_39.Gloss = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = (tex_40.w * _Color.w);
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o_39.Alpha = tmpvar_45;
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float tmpvar_46;
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tmpvar_46 = _Shininess;
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o_39.Specular = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = texture2D (_BumpMap, IN_38.uv_BumpMap);
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vec4 tmpvar_48;
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tmpvar_48 = UnpackNormal (tmpvar_47);
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vec3 tmpvar_49;
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tmpvar_49 = tmpvar_48.xyz;
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vec3 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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o_39.Normal = tmpvar_50;
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}
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vec4 LightingBlinnPhong_PrePass (
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in SurfaceOutput s_51,
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in vec4 light_52
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)
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{
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vec4 c_53;
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float spec_54;
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float tmpvar_55;
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tmpvar_55 = (light_52.w * s_51.Gloss);
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spec_54 = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = ((s_51.Albedo * light_52.xyz) + ((light_52.xyz * _SpecColor.xyz) * spec_54));
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c_53.xyz = tmpvar_56.xyz.xyz;
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float tmpvar_57;
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tmpvar_57 = (s_51.Alpha + (spec_54 * _SpecColor.w));
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c_53.w = vec4(tmpvar_57).w;
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return c_53;
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}
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vec3 DecodeLightmap (
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in vec4 color_58
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)
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{
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return (2.0 * color_58.xyz);
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}
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vec4 frag_surf (
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in v2f_surf IN_59
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)
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{
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vec4 col_60;
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vec3 lm_61;
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vec3 lmIndirect_62;
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vec3 lmFull_63;
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vec4 light_64;
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SurfaceOutput o_65;
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Input surfIN_66;
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vec2 tmpvar_67;
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tmpvar_67 = IN_59.hip_pack0.xy;
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surfIN_66.uv_MainTex = tmpvar_67;
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vec3 tmpvar_68;
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tmpvar_68 = vec3(0.0, 0.0, 0.0);
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o_65.Albedo = tmpvar_68;
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vec3 tmpvar_69;
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tmpvar_69 = vec3(0.0, 0.0, 0.0);
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o_65.Emission = tmpvar_69;
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float tmpvar_70;
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tmpvar_70 = 0.0;
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o_65.Specular = tmpvar_70;
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float tmpvar_71;
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tmpvar_71 = 0.0;
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o_65.Alpha = tmpvar_71;
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float tmpvar_72;
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tmpvar_72 = 0.0;
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o_65.Gloss = tmpvar_72;
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surf (surfIN_66, o_65);
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vec4 tmpvar_73;
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tmpvar_73 = texture2DProj (_LightBuffer, IN_59.hip_screen);
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vec4 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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light_64 = tmpvar_74;
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vec4 tmpvar_75;
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tmpvar_75 = log2 (light_64);
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vec4 tmpvar_76;
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tmpvar_76 = -(tmpvar_75);
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light_64 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = texture2D (unity_Lightmap, IN_59.hip_lmapFade.xy);
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vec3 tmpvar_78;
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tmpvar_78 = DecodeLightmap (tmpvar_77);
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vec3 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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lmFull_63 = tmpvar_79;
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vec4 tmpvar_80;
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tmpvar_80 = texture2D (unity_LightmapInd, IN_59.hip_lmapFade.xy);
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vec3 tmpvar_81;
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tmpvar_81 = DecodeLightmap (tmpvar_80);
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vec3 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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lmIndirect_62 = tmpvar_82;
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float tmpvar_83;
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tmpvar_83 = xll_saturate (IN_59.hip_lmapFade.z);
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vec3 tmpvar_84;
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tmpvar_84 = vec3(tmpvar_83);
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vec3 tmpvar_85;
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tmpvar_85 = mix (lmIndirect_62, lmFull_63, tmpvar_84);
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vec3 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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lm_61 = tmpvar_86;
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vec3 tmpvar_87;
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tmpvar_87 = (light_64.xyz + lm_61);
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light_64.xyz = tmpvar_87.xyz.xyz;
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vec4 tmpvar_88;
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tmpvar_88 = LightingBlinnPhong_PrePass (o_65, light_64);
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vec4 tmpvar_89;
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tmpvar_89 = tmpvar_88;
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col_60 = tmpvar_89;
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return col_60;
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}
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void main ()
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{
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v2f_surf xlt_IN_90;
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vec4 xl_retval_91;
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vec4 tmpvar_92;
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tmpvar_92 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_90.pos = tmpvar_92;
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float tmpvar_93;
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tmpvar_93 = xlv_FOG.x;
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xlt_IN_90.fog = tmpvar_93;
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vec2 tmpvar_94;
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tmpvar_94 = gl_TexCoord[0].xy;
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vec2 tmpvar_95;
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tmpvar_95 = tmpvar_94;
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xlt_IN_90.hip_pack0 = tmpvar_95;
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vec4 tmpvar_96;
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tmpvar_96 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_97;
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tmpvar_97 = tmpvar_96;
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xlt_IN_90.hip_screen = tmpvar_97;
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vec3 tmpvar_98;
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tmpvar_98 = gl_TexCoord[2].xyz;
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vec3 tmpvar_99;
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tmpvar_99 = tmpvar_98;
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xlt_IN_90.hip_lmapFade = tmpvar_99;
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vec4 tmpvar_100;
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tmpvar_100 = frag_surf (xlt_IN_90);
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vec4 tmpvar_101;
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tmpvar_101 = tmpvar_100;
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xl_retval_91 = tmpvar_101;
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vec4 tmpvar_102;
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tmpvar_102 = xl_retval_91.xyzw;
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vec4 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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gl_FragData[0] = tmpvar_103;
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}
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