mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
266 lines
6.1 KiB
Text
266 lines
6.1 KiB
Text
struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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};
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uniform vec4 _Color;
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uniform mat4 _Object2World;
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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 float _TimeX;
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uniform vec4 _Wind;
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uniform vec4 unity_LightShadowBias;
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attribute vec4 TANGENT;
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vec4 Squash (
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in vec4 pos_1
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)
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{
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vec3 planeNormal_2;
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vec3 planePoint_3;
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vec3 projectedVertex_4;
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vec3 tmpvar_5;
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tmpvar_5 = pos_1.xyz;
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projectedVertex_4 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6.xz = vec2(0.0, 0.0);
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tmpvar_6.y = _SquashPlaneNormal.w;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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planePoint_3 = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = _SquashPlaneNormal.xyz;
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planeNormal_2 = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = pos_1.xyz;
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float tmpvar_10;
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tmpvar_10 = dot (planeNormal_2, (planePoint_3 - tmpvar_9));
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vec3 tmpvar_11;
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tmpvar_11 = (projectedVertex_4 + (tmpvar_10 * planeNormal_2));
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projectedVertex_4 = tmpvar_11;
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vec3 tmpvar_12;
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tmpvar_12 = vec3(_SquashAmount);
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vec3 tmpvar_13;
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tmpvar_13 = mix (projectedVertex_4, pos_1.xyz, tmpvar_12);
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vec4 tmpvar_14;
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tmpvar_14.w = 1.0;
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tmpvar_14.xyz = tmpvar_13.xyz;
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vec4 tmpvar_15;
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tmpvar_15 = tmpvar_14;
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pos_1 = tmpvar_15;
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return pos_1;
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}
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vec4 TriangleWave (
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in vec4 x_16
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)
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{
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vec4 tmpvar_17;
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tmpvar_17 = fract ((x_16 + 0.5));
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vec4 tmpvar_18;
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tmpvar_18 = abs (((tmpvar_17 * 2.0) - 1.0));
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return tmpvar_18;
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}
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vec4 SmoothCurve (
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in vec4 x_19
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)
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{
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return ((x_19 * x_19) * (3.0 - (2.0 * x_19)));
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}
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vec4 SmoothTriangleWave (
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in vec4 x_20
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)
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{
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vec4 tmpvar_21;
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tmpvar_21 = TriangleWave (x_20);
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vec4 tmpvar_22;
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tmpvar_22 = SmoothCurve (tmpvar_21);
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return tmpvar_22;
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}
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vec4 AnimateVertex (
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in vec4 pos_23,
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in vec3 normal_24,
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in vec4 animParams_25
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)
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{
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vec3 bend_26;
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vec2 vWavesSum_27;
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vec4 vWaves_28;
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vec2 vWavesIn_29;
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float fVtxPhase_30;
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float fBranchPhase_31;
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float fObjPhase_32;
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float fBranchAmp_33;
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float fDetailAmp_34;
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float tmpvar_35;
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tmpvar_35 = 0.1;
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fDetailAmp_34 = tmpvar_35;
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float tmpvar_36;
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tmpvar_36 = 0.3;
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fBranchAmp_33 = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0));
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float tmpvar_38;
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tmpvar_38 = tmpvar_37;
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fObjPhase_32 = tmpvar_38;
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float tmpvar_39;
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tmpvar_39 = (fObjPhase_32 + animParams_25.x);
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fBranchPhase_31 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = vec3((animParams_25.y + fBranchPhase_31));
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float tmpvar_41;
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tmpvar_41 = dot (pos_23.xyz, tmpvar_40);
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float tmpvar_42;
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tmpvar_42 = tmpvar_41;
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fVtxPhase_30 = tmpvar_42;
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vec2 tmpvar_43;
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tmpvar_43.x = fVtxPhase_30;
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tmpvar_43.y = fBranchPhase_31;
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vec2 tmpvar_44;
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tmpvar_44 = (_TimeX + tmpvar_43);
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vWavesIn_29 = tmpvar_44;
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vec4 tmpvar_45;
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tmpvar_45 = fract ((vWavesIn_29.xxyy * vec4(1.975, 0.793, 0.375, 0.193)));
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vec4 tmpvar_46;
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tmpvar_46 = ((tmpvar_45 * 2.0) - 1.0);
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vWaves_28 = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = SmoothTriangleWave (vWaves_28);
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vec4 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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vWaves_28 = tmpvar_48;
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vec2 tmpvar_49;
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tmpvar_49 = (vWaves_28.xz + vWaves_28.yw);
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vWavesSum_27 = tmpvar_49;
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vec3 tmpvar_50;
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tmpvar_50 = ((animParams_25.y * fDetailAmp_34) * normal_24.xyz);
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bend_26 = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = (animParams_25.w * fBranchAmp_33);
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bend_26.y = vec2(tmpvar_51).y;
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vec3 tmpvar_52;
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tmpvar_52 = (pos_23.xyz + ((
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(vWavesSum_27.xyx * bend_26)
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+
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((_Wind.xyz * vWavesSum_27.y) * animParams_25.w)
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) * _Wind.w));
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pos_23.xyz = tmpvar_52.xyz.xyz;
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vec3 tmpvar_53;
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tmpvar_53 = (pos_23.xyz + (animParams_25.z * _Wind.xyz));
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pos_23.xyz = tmpvar_53.xyz.xyz;
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return pos_23;
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}
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void TreeVertBark (
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inout appdata_full v_54
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)
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{
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vec3 tmpvar_55;
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tmpvar_55 = (v_54.vertex.xyz * _Scale.xyz);
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v_54.vertex.xyz = tmpvar_55.xyz.xyz;
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vec4 tmpvar_56;
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tmpvar_56.xy = v_54.color.xy.xy;
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tmpvar_56.zw = v_54.texcoord1.xy.xy;
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vec4 tmpvar_57;
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tmpvar_57 = AnimateVertex (v_54.vertex, v_54.normal, tmpvar_56);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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v_54.vertex = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = Squash (v_54.vertex);
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vec4 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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v_54.vertex = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61.xyz = (v_54.color.w * _Color.xyz).xyz;
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tmpvar_61.w = _Color.w;
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vec4 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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v_54.color = tmpvar_62;
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vec3 tmpvar_63;
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tmpvar_63 = normalize (v_54.normal);
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vec3 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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v_54.normal = tmpvar_64;
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vec3 tmpvar_65;
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tmpvar_65 = normalize (v_54.tangent.xyz);
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vec3 tmpvar_66;
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tmpvar_66 = tmpvar_65;
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v_54.tangent.xyz = tmpvar_66.xyz.xyz;
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}
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v2f_surf vert_surf (
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in appdata_full v_67
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)
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{
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v2f_surf o_68;
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TreeVertBark (v_67);
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vec4 tmpvar_69;
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tmpvar_69 = (gl_ModelViewProjectionMatrix * v_67.vertex);
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o_68.pos = tmpvar_69;
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float tmpvar_70;
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tmpvar_70 = (o_68.pos.z + unity_LightShadowBias.x);
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o_68.pos.z = vec3(tmpvar_70).z;
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if ((o_68.pos.z < -(o_68.pos.w))) {
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float tmpvar_71;
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tmpvar_71 = -(o_68.pos.w);
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o_68.pos.z = vec3(tmpvar_71).z;
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};
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return o_68;
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}
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void main ()
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{
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appdata_full xlt_v_72;
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v2f_surf xl_retval_73;
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vec4 tmpvar_74;
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tmpvar_74 = gl_Vertex.xyzw;
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vec4 tmpvar_75;
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tmpvar_75 = tmpvar_74;
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xlt_v_72.vertex = tmpvar_75;
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vec4 tmpvar_76;
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tmpvar_76 = TANGENT.xyzw;
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vec4 tmpvar_77;
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tmpvar_77 = tmpvar_76;
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xlt_v_72.tangent = tmpvar_77;
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vec3 tmpvar_78;
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tmpvar_78 = gl_Normal.xyz;
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vec3 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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xlt_v_72.normal = tmpvar_79;
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vec4 tmpvar_80;
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tmpvar_80 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_81;
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tmpvar_81 = tmpvar_80;
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xlt_v_72.texcoord = tmpvar_81;
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vec4 tmpvar_82;
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tmpvar_82 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_83;
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tmpvar_83 = tmpvar_82;
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xlt_v_72.texcoord1 = tmpvar_83;
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vec4 tmpvar_84;
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tmpvar_84 = gl_Color.xyzw;
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84;
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xlt_v_72.color = tmpvar_85;
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v2f_surf tmpvar_86;
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tmpvar_86 = vert_surf (xlt_v_72);
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v2f_surf tmpvar_87;
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tmpvar_87 = tmpvar_86;
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xl_retval_73 = tmpvar_87;
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vec4 tmpvar_88;
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tmpvar_88 = xl_retval_73.pos.xyzw;
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vec4 tmpvar_89;
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tmpvar_89 = tmpvar_88;
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gl_Position = tmpvar_89;
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}
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