mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
134 lines
3.7 KiB
Text
134 lines
3.7 KiB
Text
mat3 xll_constructMat3( mat4 m) {
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return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
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}
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struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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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_Decal;
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vec2 uv_DecalBump;
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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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vec4 hip_pack0;
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vec3 lightDir;
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vec3 vlight;
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vec4 _ShadowCoord;
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};
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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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uniform vec4 _DecalBump_ST;
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uniform vec4 _Decal_ST;
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uniform mat4 _Object2World;
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uniform vec4 _ProjectionParams;
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uniform mat4 _World2Object;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 unity_SHAb;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHC;
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uniform vec4 unity_Scale;
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vec3 ShadeSH9( in vec4 normal );
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void PositionFog( in vec4 v, out vec4 pos, out float fog );
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vec3 ObjSpaceLightDir( in vec4 v );
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vec4 ComputeScreenPos( in vec4 pos );
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v2f_surf vert_surf( in appdata_full v );
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vec3 ShadeSH9( in vec4 normal ) {
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vec3 x1;
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vec4 vB;
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vec3 x2;
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float vC;
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vec3 x3;
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x1.x = dot( unity_SHAr, normal);
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x1.y = dot( unity_SHAg, normal);
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x1.z = dot( unity_SHAb, normal);
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vB = (normal.xyzz * normal.yzzx );
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x2.x = dot( unity_SHBr, vB);
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x2.y = dot( unity_SHBg, vB);
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x2.z = dot( unity_SHBb, vB);
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vC = ((normal.x * normal.x ) - (normal.y * normal.y ));
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x3 = (unity_SHC.xyz * vC);
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return ((x1 + x2) + x3);
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}
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void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
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pos = ( gl_ModelViewProjectionMatrix * v );
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fog = pos.z ;
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}
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vec3 ObjSpaceLightDir( in vec4 v ) {
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vec3 objSpaceLightPos;
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objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
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return objSpaceLightPos.xyz ;
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}
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vec4 ComputeScreenPos( in vec4 pos ) {
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vec4 o;
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o = (pos * 0.500000);
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o.xy = (vec2( o.x , (o.y * _ProjectionParams.x )) + o.w );
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o.zw = pos.zw ;
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return o;
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}
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v2f_surf vert_surf( in appdata_full v ) {
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v2f_surf o;
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vec3 worldN;
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vec3 binormal;
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mat3 rotation;
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vec3 shlight;
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PositionFog( v.vertex, o.pos, o.fog);
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o.hip_pack0.xy = ((v.texcoord.xy * _Decal_ST.xy ) + _Decal_ST.zw );
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o.hip_pack0.zw = ((v.texcoord.xy * _DecalBump_ST.xy ) + _DecalBump_ST.zw );
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worldN = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) );
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binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
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rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
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o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
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shlight = ShadeSH9( vec4( worldN, 1.00000));
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o.vlight = shlight;
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o._ShadowCoord = ComputeScreenPos( o.pos);
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return o;
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}
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attribute vec4 TANGENT;
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varying vec4 xlv_FOG;
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void main() {
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v2f_surf xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
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xlt_v.color = vec4( gl_Color);
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xl_retval = vert_surf( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
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gl_TexCoord[0] = vec4( xl_retval.hip_pack0);
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gl_TexCoord[1] = vec4( xl_retval.lightDir, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.vlight, 0.0);
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gl_TexCoord[3] = vec4( xl_retval._ShadowCoord);
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}
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