mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
233 lines
5.7 KiB
Text
233 lines
5.7 KiB
Text
struct VertexOutput {
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vec4 pos;
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vec4 tex;
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vec4 posWorld;
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vec3 normalWorld;
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vec4 tangentWorld;
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vec3 extra;
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vec4 _ShadowCoord;
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vec3 lightDir;
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};
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struct VertexInput {
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vec4 vertex;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 tangent;
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};
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uniform vec4 _ProjectionParams;
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uniform vec4 _ScreenParams;
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uniform vec4 _WorldSpaceLightPos0;
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uniform mat4 _Object2World;
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uniform mat4 _World2Object;
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uniform vec4 unity_Scale;
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uniform mat4 glstate_matrix_transpose_modelview0;
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uniform samplerCube _Cube;
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uniform sampler2D _MainTex;
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uniform vec4 _MainTex_ST;
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uniform sampler2D _DetailAlbedoMap;
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uniform vec4 _DetailAlbedoMap_ST;
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uniform sampler2D _AlphaMap;
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uniform sampler2D _Occlusion;
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uniform sampler2D _DetailNormalMap;
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uniform vec4 _DetailNormalMap_ST;
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uniform float _DetailNormalMapScale;
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uniform sampler2D _BumpMap;
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uniform float _BumpScale;
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uniform float _Exposure;
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uniform float _DetailBumpScale;
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uniform float _AlphaTestRef;
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uniform float _DetailBumpTiling;
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uniform vec4 _Color;
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uniform vec4 _SpecularColor;
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uniform sampler2D _SpecGlossMap;
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uniform float _Glossiness;
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uniform vec4 unity_ColorSpaceGrey;
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uniform vec4 _LightColor0;
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uniform samplerCube _SpecCube;
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uniform vec4 unity_LightmapST;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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uniform float _SelfIllumScale;
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uniform sampler2D _SelfIllum;
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attribute vec4 TANGENT;
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varying vec4 xlv_TEXCOORD0;
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varying vec4 xlv_TEXCOORD1;
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varying vec3 xlv_TEXCOORD2;
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varying vec4 xlv_TEXCOORD3;
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varying vec3 xlv_TEXCOORD4;
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varying vec4 xlv_TEXCOORD5;
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varying vec3 xlv_TEXCOORD7;
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mat3 xll_constructMat3_mf4x4 (
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in mat4 m_1
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)
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{
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vec3 tmpvar_2;
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tmpvar_2 = m_1[0].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = m_1[1].xyz;
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vec3 tmpvar_4;
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tmpvar_4 = m_1[2].xyz;
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mat3 tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_5[0] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_5[1] = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = tmpvar_4;
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tmpvar_5[2] = tmpvar_8;
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return tmpvar_5;
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}
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vec4 ComputeScreenPos (
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in vec4 pos_9
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)
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{
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vec4 o_10;
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vec4 tmpvar_11;
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tmpvar_11 = (pos_9 * 0.5);
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o_10 = tmpvar_11;
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vec2 tmpvar_12;
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tmpvar_12.x = o_10.x;
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tmpvar_12.y = (o_10.y * _ProjectionParams.x);
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vec2 tmpvar_13;
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tmpvar_13 = (tmpvar_12 + o_10.w);
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o_10.xy = tmpvar_13.xy.xy;
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vec2 tmpvar_14;
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tmpvar_14 = pos_9.zw;
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o_10.zw = tmpvar_14.xxxy.zw;
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return o_10;
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}
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VertexOutput vert (
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in VertexInput v_15
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)
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{
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VertexOutput o_16;
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vec4 tmpvar_17;
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tmpvar_17 = (_Object2World * v_15.vertex);
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o_16.posWorld = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = (gl_ModelViewProjectionMatrix * v_15.vertex);
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o_16.pos = tmpvar_18;
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vec4 tmpvar_19;
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tmpvar_19 = v_15.texcoord;
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o_16.tex = tmpvar_19;
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vec2 tmpvar_20;
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tmpvar_20 = ((v_15.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o_16.tex.xy = tmpvar_20.xy.xy;
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vec2 tmpvar_21;
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tmpvar_21 = ((v_15.texcoord.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw);
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o_16.tex.zw = tmpvar_21.xxxy.zw;
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mat3 tmpvar_22;
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tmpvar_22 = xll_constructMat3_mf4x4 (_Object2World);
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vec3 tmpvar_23;
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tmpvar_23 = normalize ((tmpvar_22 * v_15.normal));
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vec3 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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o_16.normalWorld = tmpvar_24;
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mat3 tmpvar_25;
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tmpvar_25 = xll_constructMat3_mf4x4 (_Object2World);
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vec4 tmpvar_26;
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tmpvar_26.xyz = (tmpvar_25 * v_15.tangent.xyz).xyz;
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tmpvar_26.w = v_15.tangent.w;
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vec4 tmpvar_27;
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tmpvar_27 = tmpvar_26;
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o_16.tangentWorld = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = normalize (o_16.tangentWorld.xyz);
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vec3 tmpvar_29;
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tmpvar_29 = tmpvar_28;
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o_16.tangentWorld.xyz = tmpvar_29.xyz.xyz;
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vec4 tmpvar_30;
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tmpvar_30 = ComputeScreenPos (o_16.pos);
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_30;
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o_16._ShadowCoord = tmpvar_31;
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vec2 tmpvar_32;
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tmpvar_32 = ((v_15.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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o_16.extra.xy = tmpvar_32.xy.xy;
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float tmpvar_33;
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tmpvar_33 = 0.0;
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o_16.extra.z = vec3(tmpvar_33).z;
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return o_16;
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}
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void main ()
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{
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VertexInput xlt_v_34;
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VertexOutput xl_retval_35;
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vec4 tmpvar_36;
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tmpvar_36 = gl_Vertex.xyzw;
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vec4 tmpvar_37;
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tmpvar_37 = tmpvar_36;
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xlt_v_34.vertex = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = gl_Normal.xyz;
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vec3 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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xlt_v_34.normal = tmpvar_39;
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vec4 tmpvar_40;
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tmpvar_40 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_41;
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tmpvar_41 = tmpvar_40;
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xlt_v_34.texcoord = tmpvar_41;
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vec4 tmpvar_42;
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tmpvar_42 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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xlt_v_34.texcoord1 = tmpvar_43;
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vec4 tmpvar_44;
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tmpvar_44 = TANGENT.xyzw;
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vec4 tmpvar_45;
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tmpvar_45 = tmpvar_44;
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xlt_v_34.tangent = tmpvar_45;
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VertexOutput tmpvar_46;
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tmpvar_46 = vert (xlt_v_34);
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VertexOutput tmpvar_47;
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tmpvar_47 = tmpvar_46;
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xl_retval_35 = tmpvar_47;
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vec4 tmpvar_48;
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tmpvar_48 = xl_retval_35.pos.xyzw;
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vec4 tmpvar_49;
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tmpvar_49 = tmpvar_48;
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gl_Position = tmpvar_49;
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vec4 tmpvar_50;
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tmpvar_50 = xl_retval_35.tex.xyzw;
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vec4 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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xlv_TEXCOORD0 = tmpvar_51;
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vec4 tmpvar_52;
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tmpvar_52 = xl_retval_35.posWorld.xyzw;
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vec4 tmpvar_53;
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tmpvar_53 = tmpvar_52;
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xlv_TEXCOORD1 = tmpvar_53;
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vec3 tmpvar_54;
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tmpvar_54 = xl_retval_35.normalWorld.xyz;
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vec3 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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xlv_TEXCOORD2 = tmpvar_55;
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vec4 tmpvar_56;
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tmpvar_56 = xl_retval_35.tangentWorld.xyzw;
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vec4 tmpvar_57;
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tmpvar_57 = tmpvar_56;
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xlv_TEXCOORD3 = tmpvar_57;
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vec3 tmpvar_58;
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tmpvar_58 = xl_retval_35.extra.xyz;
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vec3 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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xlv_TEXCOORD4 = tmpvar_59;
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vec4 tmpvar_60;
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tmpvar_60 = xl_retval_35._ShadowCoord.xyzw;
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vec4 tmpvar_61;
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tmpvar_61 = tmpvar_60;
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xlv_TEXCOORD5 = tmpvar_61;
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vec3 tmpvar_62;
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tmpvar_62 = xl_retval_35.lightDir.xyz;
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vec3 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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xlv_TEXCOORD7 = tmpvar_63;
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}
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