mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
100 lines
3.5 KiB
Text
100 lines
3.5 KiB
Text
varying vec2 xlv_TEXCOORD3;
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varying vec3 xlv_TEXCOORD2;
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varying vec3 xlv_TEXCOORD1;
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varying vec4 xlv_COLOR0;
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varying vec2 xlv_TEXCOORD0;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform mat4 glstate_matrix_mvp;
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uniform mat4 glstate_matrix_invtrans_modelview0;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _World2Object;
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uniform vec4 _Wind;
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uniform vec4 _Time;
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uniform vec4 _SquashPlaneNormal;
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uniform float _SquashAmount;
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uniform vec4 _Scale;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform mat4 _LightMatrix0;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 tmpvar_2;
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float tmpvar_3;
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tmpvar_3 = (1.0 - abs (TANGENT.w));
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vec4 tmpvar_4;
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tmpvar_4.w = 0.0;
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tmpvar_4.xyz = gl_Normal;
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = TANGENT.xyz;
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vec4 tmpvar_6;
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tmpvar_6.zw = vec2(0.0, 0.0);
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tmpvar_6.xy = gl_Normal.xy;
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vec4 tmpvar_7;
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tmpvar_7 = (gl_Vertex + ((tmpvar_6 * glstate_matrix_invtrans_modelview0) * tmpvar_3));
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vec3 tmpvar_8;
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tmpvar_8 = mix (gl_Normal, normalize ((tmpvar_4 * glstate_matrix_invtrans_modelview0)).xyz, vec3(tmpvar_3));
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vec4 tmpvar_9;
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tmpvar_9.w = -1.0;
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tmpvar_9.xyz = normalize ((tmpvar_5 * glstate_matrix_invtrans_modelview0)).xyz;
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vec4 tmpvar_10;
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tmpvar_10 = mix (TANGENT, tmpvar_9, vec4(tmpvar_3));
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tmpvar_1 = tmpvar_7;
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tmpvar_2 = tmpvar_10;
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tmpvar_1.xyz = (tmpvar_7.xyz * _Scale.xyz);
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vec4 pos_i0;
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pos_i0 = tmpvar_1;
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vec3 bend;
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float tmpvar_11;
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tmpvar_11 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
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vec2 tmpvar_12;
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tmpvar_12.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_11)));
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tmpvar_12.y = tmpvar_11;
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vec4 tmpvar_13;
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tmpvar_13 = abs (((fract ((((fract (((_Time.yy + tmpvar_12).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0));
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vec4 tmpvar_14;
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tmpvar_14 = ((tmpvar_13 * tmpvar_13) * (3.0 - (2.0 * tmpvar_13)));
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vec2 tmpvar_15;
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tmpvar_15 = (tmpvar_14.xz + tmpvar_14.yw);
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bend = ((gl_Color.y * 0.1) * tmpvar_8);
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bend.y = (gl_MultiTexCoord1.y * 0.3);
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pos_i0.xyz = (tmpvar_1.xyz + (((tmpvar_15.xyx * bend) + ((_Wind.xyz * tmpvar_15.y) * gl_MultiTexCoord1.y)) * _Wind.w));
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pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
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vec3 tmpvar_16;
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tmpvar_16 = mix ((pos_i0.xyz - ((dot (_SquashPlaneNormal.xyz, pos_i0.xyz) + _SquashPlaneNormal.w) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount));
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vec4 tmpvar_17;
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tmpvar_17.w = 1.0;
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tmpvar_17.xyz = tmpvar_16;
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tmpvar_1 = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18.xyz = vec3(1.0, 1.0, 1.0);
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tmpvar_18.w = gl_Color.w;
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vec3 tmpvar_19;
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tmpvar_19 = normalize (tmpvar_8);
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tmpvar_2.xyz = normalize (tmpvar_10.xyz);
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vec3 tmpvar_20;
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tmpvar_20 = (cross (tmpvar_19, tmpvar_2.xyz) * tmpvar_10.w);
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mat3 tmpvar_21;
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tmpvar_21[0].x = tmpvar_2.x;
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tmpvar_21[0].y = tmpvar_20.x;
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tmpvar_21[0].z = tmpvar_19.x;
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tmpvar_21[1].x = tmpvar_2.y;
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tmpvar_21[1].y = tmpvar_20.y;
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tmpvar_21[1].z = tmpvar_19.y;
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tmpvar_21[2].x = tmpvar_2.z;
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tmpvar_21[2].y = tmpvar_20.z;
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tmpvar_21[2].z = tmpvar_19.z;
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vec4 tmpvar_22;
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tmpvar_22.w = 1.0;
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tmpvar_22.xyz = _WorldSpaceCameraPos;
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gl_Position = (glstate_matrix_mvp * tmpvar_17);
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xlv_TEXCOORD0 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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xlv_COLOR0 = tmpvar_18;
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xlv_TEXCOORD1 = (tmpvar_21 * (_World2Object * _WorldSpaceLightPos0).xyz);
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xlv_TEXCOORD2 = (tmpvar_21 * (((_World2Object * tmpvar_22).xyz * unity_Scale.w) - tmpvar_16));
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xlv_TEXCOORD3 = (_LightMatrix0 * (_Object2World * tmpvar_17)).xy;
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}
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