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41 lines
1.4 KiB
Text
41 lines
1.4 KiB
Text
uniform vec4 _TerrainTreeLightColors[4];
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uniform vec3 _TerrainTreeLightDirections[4];
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attribute vec4 TANGENT;
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void main ()
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{
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vec3 lightColor_1;
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float tmpvar_2;
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tmpvar_2 = (1.0 - abs(TANGENT.w));
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vec4 tmpvar_3;
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tmpvar_3.w = 0.0;
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tmpvar_3.xyz = gl_Normal;
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vec3 tmpvar_4;
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tmpvar_4 = mix (gl_Normal, normalize((tmpvar_3 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_2));
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lightColor_1 = gl_LightModel.ambient.xyz;
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lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0,
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((dot (_TerrainTreeLightDirections[0], tmpvar_4) * 0.5) + 0.5)
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)).xyz);
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lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0,
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((dot (_TerrainTreeLightDirections[1], tmpvar_4) * 0.5) + 0.5)
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)).xyz);
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lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0,
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((dot (_TerrainTreeLightDirections[2], tmpvar_4) * 0.5) + 0.5)
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)).xyz);
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lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0,
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((dot (_TerrainTreeLightDirections[3], tmpvar_4) * 0.5) + 0.5)
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)).xyz);
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gl_Position = (gl_ModelViewProjectionMatrix * (gl_Vertex + (
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(TANGENT * gl_ModelViewMatrixInverseTranspose)
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* tmpvar_2)));
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vec4 tmpvar_5;
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tmpvar_5.zw = vec2(0.0, 0.0);
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tmpvar_5.xy = gl_MultiTexCoord0.xy;
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gl_TexCoord[0] = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6.w = 0.0;
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tmpvar_6.xyz = (lightColor_1 * gl_Color.w);
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gl_TexCoord[1] = tmpvar_6;
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}
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// inputs: 5, stats: 37 alu 0 tex 0 flow
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