mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
292 lines
6.5 KiB
Text
292 lines
6.5 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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vec2 hip_pack0;
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vec4 lop_color;
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};
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attribute vec4 TANGENT;
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uniform vec4 unity_LightShadowBias;
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uniform vec4 _WavingTint;
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uniform vec4 _WaveAndDistance;
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uniform vec4 _MainTex_ST;
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uniform vec3 _CameraUp;
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uniform vec3 _CameraRight;
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uniform vec4 _CameraPosition;
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void FastSinCos (
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in vec4 val,
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out vec4 s,
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out vec4 c
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)
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{
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vec4 cos8;
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vec4 sin7;
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vec4 r3;
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vec4 r2;
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vec4 r1;
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vec4 r8;
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vec4 r7;
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vec4 r6;
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vec4 r5;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
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sin7 = tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
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cos8 = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = ((val * 6.40885) - 3.14159);
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val = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = (val * val);
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r5 = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = (r5 * r5);
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r6 = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = (r6 * r5);
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r7 = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = (r6 * r5);
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r8 = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = (r5 * val);
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r1 = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = (r1 * r5);
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r2 = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10 = (r2 * r5);
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r3 = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11 = (((val + (r1 * sin7.y)) + (r2 * sin7.z)) + (r3 * sin7.w));
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s = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12 = ((((1.0 + (r5 * cos8.x)) + (r6 * cos8.y)) + (r7 * cos8.z)) + (r8 * cos8.w));
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c = tmpvar_12;
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}
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void TerrainWaveGrass (
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inout vec4 vertex,
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in float waveAmount,
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in vec3 color,
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out vec4 outColor
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)
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{
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vec3 waveColor;
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vec3 waveMove;
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float lighting;
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vec4 c;
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vec4 s;
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vec4 waves;
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vec4 _waveZmove;
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vec4 _waveXmove;
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vec4 waveSpeed;
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vec4 _waveZSize;
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vec4 _waveXSize;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(1.2, 2.0, 1.6, 4.8);
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waveSpeed = tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = vec4(0.024, 0.04, -0.12, 0.096);
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_waveXmove = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = vec4(0.006, 0.02, -0.02, 0.1);
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_waveZmove = tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_4 = vec3(0.0, 0.0, 0.0);
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waveMove = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
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_waveXSize = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
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_waveZSize = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = (vertex.x * _waveXSize);
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waves = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = (waves + (vertex.z * _waveZSize));
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waves = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = (waves + (_WaveAndDistance.x * waveSpeed));
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waves = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10 = fract (waves);
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vec4 tmpvar_11;
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tmpvar_11 = tmpvar_10;
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waves = tmpvar_11;
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FastSinCos (waves, s, c);
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vec4 tmpvar_12;
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tmpvar_12 = (s * s);
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s = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13 = (s * s);
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s = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
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float tmpvar_15;
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tmpvar_15 = dot (s, tmpvar_14);
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float tmpvar_16;
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tmpvar_16 = (tmpvar_15 * 0.7);
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lighting = tmpvar_16;
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vec4 tmpvar_17;
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tmpvar_17 = (s * waveAmount);
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s = tmpvar_17;
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float tmpvar_18;
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tmpvar_18 = dot (s, _waveXmove);
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float tmpvar_19;
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tmpvar_19 = tmpvar_18;
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waveMove.x = tmpvar_19;
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float tmpvar_20;
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tmpvar_20 = dot (s, _waveZmove);
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float tmpvar_21;
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tmpvar_21 = tmpvar_20;
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waveMove.z = vec3(tmpvar_21).z;
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vec2 tmpvar_22;
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tmpvar_22 = (vertex.xz - (waveMove.xz * _WaveAndDistance.z));
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vertex.xz = tmpvar_22.xxy.xz;
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vec3 tmpvar_23;
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tmpvar_23 = vec3(lighting);
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vec3 tmpvar_24;
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tmpvar_24 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_23);
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vec3 tmpvar_25;
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tmpvar_25 = tmpvar_24;
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waveColor = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = ((color * waveColor) * 2.0);
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outColor.xyz = tmpvar_26.xyz.xyz;
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float tmpvar_27;
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tmpvar_27 = 1.0;
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outColor.w = vec4(tmpvar_27).w;
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}
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void TerrainBillboardGrass (
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inout vec4 pos,
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in vec2 offset
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)
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{
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vec3 grasspos;
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vec3 tmpvar_1;
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tmpvar_1 = (pos.xyz - _CameraPosition.xyz);
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grasspos = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = dot (grasspos, grasspos);
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if ((tmpvar_2 > _WaveAndDistance.w)) {
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vec2 tmpvar_3;
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tmpvar_3 = vec2(0.0, 0.0);
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offset = tmpvar_3;
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};
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vec3 tmpvar_4;
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tmpvar_4 = (pos.xyz + (offset.x * _CameraRight.xyz));
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pos.xyz = tmpvar_4.xyz.xyz;
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vec3 tmpvar_5;
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tmpvar_5 = (pos.xyz + (offset.y * _CameraUp.xyz));
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pos.xyz = tmpvar_5.xyz.xyz;
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}
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void vert (
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inout appdata_full v
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)
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{
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vec4 color;
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float waveAmount;
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TerrainBillboardGrass (v.vertex, v.tangent.xy);
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float tmpvar_1;
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tmpvar_1 = v.tangent.y;
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waveAmount = tmpvar_1;
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TerrainWaveGrass (v.vertex, waveAmount, v.color.xyz, color);
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vec4 tmpvar_2;
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tmpvar_2 = color;
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v.color = tmpvar_2;
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}
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v2f_surf vert_surf (
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in appdata_full v
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)
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{
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v2f_surf o;
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vert (v);
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vec2 tmpvar_1;
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tmpvar_1 = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o.hip_pack0 = tmpvar_1.xy.xy;
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vec4 tmpvar_2;
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tmpvar_2 = v.color;
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o.lop_color = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = (gl_ModelViewProjectionMatrix * v.vertex);
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o.pos = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = (o.pos.z + unity_LightShadowBias.x);
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o.pos.z = vec3(tmpvar_4).z;
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if ((o.pos.z < -(o.pos.w))) {
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float tmpvar_5;
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tmpvar_5 = -(o.pos.w);
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o.pos.z = vec3(tmpvar_5).z;
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};
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return o;
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}
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void main ()
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{
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appdata_full xlt_v;
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v2f_surf xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = gl_Vertex.xyzw;
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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xlt_v.vertex = tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = TANGENT.xyzw;
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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xlt_v.tangent = tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = gl_Normal.xyz;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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xlt_v.normal = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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xlt_v.texcoord = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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xlt_v.texcoord1 = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11 = gl_Color.xyzw;
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vec4 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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xlt_v.color = tmpvar_12;
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v2f_surf tmpvar_13;
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tmpvar_13 = vert_surf (xlt_v);
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v2f_surf tmpvar_14;
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tmpvar_14 = tmpvar_13;
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xl_retval = tmpvar_14;
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vec4 tmpvar_15;
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tmpvar_15 = xl_retval.pos.xyzw;
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vec4 tmpvar_16;
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tmpvar_16 = tmpvar_15;
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gl_Position = tmpvar_16;
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vec4 tmpvar_17;
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tmpvar_17.zw = vec2(0.0, 0.0);
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tmpvar_17.xy = xl_retval.hip_pack0.xy;
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vec4 tmpvar_18;
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tmpvar_18 = tmpvar_17;
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gl_TexCoord[1] = tmpvar_18;
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vec4 tmpvar_19;
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tmpvar_19 = xl_retval.lop_color.xyzw;
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vec4 tmpvar_20;
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tmpvar_20 = tmpvar_19;
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gl_FrontColor = tmpvar_20;
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}
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