mirror of
https://github.com/scratchfoundation/bgfx.git
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40 lines
1.3 KiB
Text
40 lines
1.3 KiB
Text
uniform vec4 _ProjectionParams;
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uniform vec4 _Scale;
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uniform float _SquashAmount;
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uniform vec4 _SquashPlaneNormal;
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uniform mat4 _TerrainEngineBendTree;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 pos_2;
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pos_2.w = gl_Vertex.w;
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pos_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
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vec4 tmpvar_3;
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tmpvar_3.w = 0.0;
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tmpvar_3.xyz = pos_2.xyz;
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pos_2.xyz = mix (pos_2.xyz, (_TerrainEngineBendTree * tmpvar_3).xyz, gl_Color.www);
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vec3 tmpvar_4;
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tmpvar_4.xz = vec2(0.0, 0.0);
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tmpvar_4.y = _SquashPlaneNormal.w;
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vec4 tmpvar_5;
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tmpvar_5.w = 1.0;
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tmpvar_5.xyz = mix ((pos_2.xyz + (
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dot (_SquashPlaneNormal.xyz, (tmpvar_4 - pos_2.xyz))
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* _SquashPlaneNormal.xyz)), pos_2.xyz, vec3(_SquashAmount));
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pos_2 = tmpvar_5;
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mat3 tmpvar_6;
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tmpvar_6[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
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tmpvar_6[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
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tmpvar_6[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
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tmpvar_1.xyz = (tmpvar_6 * gl_Normal);
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tmpvar_1.w = -(((gl_ModelViewMatrix * tmpvar_5).z * _ProjectionParams.w));
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gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_5);
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vec4 tmpvar_7;
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tmpvar_7.zw = vec2(0.0, 0.0);
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tmpvar_7.xy = gl_MultiTexCoord0.xy;
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gl_TexCoord[0] = tmpvar_7;
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gl_TexCoord[1] = tmpvar_1;
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}
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// inputs: 4, stats: 17 alu 0 tex 0 flow
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