mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
272 lines
5.4 KiB
Text
272 lines
5.4 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 viewDir;
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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 viewDir;
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vec4 hip_screen;
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vec3 normal;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform float _RimPower;
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uniform vec4 _RimColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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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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void surf (
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in Input IN_33,
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inout SurfaceOutput o_34
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)
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{
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float rim_35;
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vec4 tmpvar_36;
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tmpvar_36 = texture2D (_MainTex, IN_33.uv_MainTex);
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vec3 tmpvar_37;
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tmpvar_37 = tmpvar_36.xyz;
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o_34.Albedo = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = normalize (IN_33.viewDir);
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float tmpvar_39;
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tmpvar_39 = dot (tmpvar_38, o_34.Normal);
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float tmpvar_40;
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tmpvar_40 = xll_saturate (tmpvar_39);
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float tmpvar_41;
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tmpvar_41 = (1.0 - tmpvar_40);
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rim_35 = tmpvar_41;
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float tmpvar_42;
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tmpvar_42 = pow (rim_35, _RimPower);
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vec3 tmpvar_43;
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tmpvar_43 = (_RimColor.xyz * tmpvar_42);
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o_34.Emission = tmpvar_43;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_44,
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in vec4 light_45
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)
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{
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vec4 c_46;
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vec3 tmpvar_47;
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tmpvar_47 = (s_44.Albedo * light_45.xyz);
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c_46.xyz = tmpvar_47.xyz.xyz;
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float tmpvar_48;
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tmpvar_48 = s_44.Alpha;
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c_46.w = vec4(tmpvar_48).w;
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return c_46;
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}
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vec4 frag_surf (
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in v2f_surf IN_49
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)
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{
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vec4 col_50;
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vec4 light_51;
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SurfaceOutput o_52;
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Input surfIN_53;
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vec2 tmpvar_54;
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tmpvar_54 = IN_49.hip_pack0.xy;
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surfIN_53.uv_MainTex = tmpvar_54;
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vec3 tmpvar_55;
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tmpvar_55 = IN_49.viewDir;
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surfIN_53.viewDir = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = vec3(0.0, 0.0, 0.0);
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o_52.Albedo = tmpvar_56;
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vec3 tmpvar_57;
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tmpvar_57 = vec3(0.0, 0.0, 0.0);
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o_52.Emission = tmpvar_57;
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float tmpvar_58;
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tmpvar_58 = 0.0;
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o_52.Specular = tmpvar_58;
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float tmpvar_59;
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tmpvar_59 = 0.0;
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o_52.Alpha = tmpvar_59;
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float tmpvar_60;
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tmpvar_60 = 0.0;
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o_52.Gloss = tmpvar_60;
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vec3 tmpvar_61;
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tmpvar_61 = IN_49.normal;
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o_52.Normal = tmpvar_61;
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surf (surfIN_53, o_52);
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vec4 tmpvar_62;
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tmpvar_62 = texture2DProj (_LightBuffer, IN_49.hip_screen);
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vec4 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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light_51 = tmpvar_63;
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vec4 tmpvar_64;
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tmpvar_64 = log2 (light_51);
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vec4 tmpvar_65;
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tmpvar_65 = -(tmpvar_64);
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light_51 = tmpvar_65;
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vec3 tmpvar_66;
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tmpvar_66 = (light_51.xyz + unity_Ambient.xyz);
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light_51.xyz = tmpvar_66.xyz.xyz;
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vec4 tmpvar_67;
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tmpvar_67 = LightingLambert_PrePass (o_52, light_51);
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vec4 tmpvar_68;
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tmpvar_68 = tmpvar_67;
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col_50 = tmpvar_68;
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vec3 tmpvar_69;
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tmpvar_69 = (col_50.xyz + o_52.Emission);
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col_50.xyz = tmpvar_69.xyz.xyz;
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return col_50;
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}
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void main ()
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{
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v2f_surf xlt_IN_70;
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vec4 xl_retval_71;
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vec4 tmpvar_72;
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tmpvar_72 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_70.pos = tmpvar_72;
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float tmpvar_73;
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tmpvar_73 = xlv_FOG.x;
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xlt_IN_70.fog = tmpvar_73;
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vec2 tmpvar_74;
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tmpvar_74 = gl_TexCoord[0].xy;
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vec2 tmpvar_75;
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tmpvar_75 = tmpvar_74;
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xlt_IN_70.hip_pack0 = tmpvar_75;
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vec3 tmpvar_76;
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tmpvar_76 = gl_TexCoord[1].xyz;
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vec3 tmpvar_77;
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tmpvar_77 = tmpvar_76;
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xlt_IN_70.viewDir = tmpvar_77;
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vec4 tmpvar_78;
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tmpvar_78 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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xlt_IN_70.hip_screen = tmpvar_79;
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vec3 tmpvar_80;
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tmpvar_80 = gl_TexCoord[3].xyz;
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vec3 tmpvar_81;
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tmpvar_81 = tmpvar_80;
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xlt_IN_70.normal = tmpvar_81;
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vec4 tmpvar_82;
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tmpvar_82 = frag_surf (xlt_IN_70);
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vec4 tmpvar_83;
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tmpvar_83 = tmpvar_82;
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xl_retval_71 = tmpvar_83;
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vec4 tmpvar_84;
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tmpvar_84 = xl_retval_71.xyzw;
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84;
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gl_FragData[0] = tmpvar_85;
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}
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