mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
196 lines
4.3 KiB
Text
196 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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vec2 uv2_LightMap;
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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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vec4 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightMap;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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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 lm_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec3 tmpvar_5;
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tmpvar_5 = _Color.xyz;
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vec3 tmpvar_6;
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tmpvar_6 = (tmpvar_4.xyz * tmpvar_5);
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o_2.Albedo = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_LightMap, IN_1.uv2_LightMap);
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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lm_3 = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = (lm_3.xyz * o_2.Albedo.xyz);
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o_2.Emission = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = (lm_3.w * _Color.w);
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o_2.Alpha = tmpvar_10;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_11
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)
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{
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_LightTexture0, ((LightCoord_11.xy / LightCoord_11.w) + 0.5));
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return tmpvar_12.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_13
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)
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{
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float tmpvar_14;
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tmpvar_14 = dot (LightCoord_13, LightCoord_13);
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vec2 tmpvar_15;
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tmpvar_15 = vec2(tmpvar_14);
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vec2 tmpvar_16;
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tmpvar_16 = tmpvar_15.xy;
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (_LightTextureB0, tmpvar_16);
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return tmpvar_17.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_18,
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in vec3 lightDir_19,
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in float atten_20
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)
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{
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vec4 c_21;
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float diff_22;
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float tmpvar_23;
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tmpvar_23 = dot (s_18.Normal, lightDir_19);
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float tmpvar_24;
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tmpvar_24 = max (0.0, tmpvar_23);
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float tmpvar_25;
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tmpvar_25 = tmpvar_24;
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diff_22 = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = ((s_18.Albedo * _LightColor0.xyz) * ((diff_22 * atten_20) * 2.0));
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c_21.xyz = tmpvar_26.xyz.xyz;
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float tmpvar_27;
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tmpvar_27 = s_18.Alpha;
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c_21.w = vec4(tmpvar_27).w;
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return c_21;
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}
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vec4 frag_surf (
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in v2f_surf IN_28
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)
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{
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vec4 c_29;
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vec3 lightDir_30;
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SurfaceOutput o_31;
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Input surfIN_32;
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vec2 tmpvar_33;
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tmpvar_33 = IN_28.hip_pack0.xy;
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surfIN_32.uv_MainTex = tmpvar_33;
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vec3 tmpvar_34;
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tmpvar_34 = vec3(0.0, 0.0, 0.0);
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o_31.Albedo = tmpvar_34;
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vec3 tmpvar_35;
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tmpvar_35 = vec3(0.0, 0.0, 0.0);
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o_31.Emission = tmpvar_35;
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float tmpvar_36;
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tmpvar_36 = 0.0;
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o_31.Specular = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = 0.0;
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o_31.Alpha = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = 0.0;
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o_31.Gloss = tmpvar_38;
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vec3 tmpvar_39;
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tmpvar_39 = IN_28.normal;
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o_31.Normal = tmpvar_39;
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surf (surfIN_32, o_31);
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vec3 tmpvar_40;
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tmpvar_40 = IN_28.lightDir;
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lightDir_30 = tmpvar_40;
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vec3 tmpvar_41;
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tmpvar_41 = normalize (lightDir_30);
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vec3 tmpvar_42;
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tmpvar_42 = tmpvar_41;
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lightDir_30 = tmpvar_42;
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float tmpvar_43;
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tmpvar_43 = UnitySpotCookie (IN_28._LightCoord);
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float tmpvar_44;
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tmpvar_44 = UnitySpotAttenuate (IN_28._LightCoord.xyz);
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vec4 tmpvar_45;
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tmpvar_45 = LightingLambert (o_31, lightDir_30, ((float((IN_28._LightCoord.z > 0.0)) * tmpvar_43) * tmpvar_44));
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vec4 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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c_29 = tmpvar_46;
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float tmpvar_47;
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tmpvar_47 = 0.0;
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c_29.w = vec4(tmpvar_47).w;
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return c_29;
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}
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void main ()
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{
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v2f_surf xlt_IN_48;
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vec4 xl_retval_49;
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vec4 tmpvar_50;
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tmpvar_50 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_48.pos = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = xlv_FOG.x;
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xlt_IN_48.fog = tmpvar_51;
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vec2 tmpvar_52;
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tmpvar_52 = gl_TexCoord[0].xy;
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vec2 tmpvar_53;
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tmpvar_53 = tmpvar_52;
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xlt_IN_48.hip_pack0 = tmpvar_53;
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vec3 tmpvar_54;
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tmpvar_54 = gl_TexCoord[1].xyz;
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vec3 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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xlt_IN_48.normal = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = gl_TexCoord[2].xyz;
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vec3 tmpvar_57;
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tmpvar_57 = tmpvar_56;
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xlt_IN_48.lightDir = tmpvar_57;
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vec4 tmpvar_58;
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tmpvar_58 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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xlt_IN_48._LightCoord = tmpvar_59;
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vec4 tmpvar_60;
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tmpvar_60 = frag_surf (xlt_IN_48);
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vec4 tmpvar_61;
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tmpvar_61 = tmpvar_60;
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xl_retval_49 = tmpvar_61;
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vec4 tmpvar_62;
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tmpvar_62 = xl_retval_49.xyzw;
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vec4 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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gl_FragData[0] = tmpvar_63;
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}
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