mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
106 lines
3 KiB
Text
106 lines
3 KiB
Text
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_MainTex;
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vec3 viewDir;
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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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vec2 hip_pack0;
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vec3 viewDir;
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vec4 hip_screen;
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vec3 normal;
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vec3 hip_lmapFade;
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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 _MainTex_ST;
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uniform vec4 _ProjectionParams;
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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 unity_LightmapFade;
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uniform vec4 unity_LightmapST;
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uniform vec4 unity_Scale;
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void PositionFog( in vec4 v, out vec4 pos, out float fog );
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vec3 ObjSpaceViewDir( 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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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 ObjSpaceViewDir( in vec4 v ) {
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vec3 objSpaceCameraPos;
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objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
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return (objSpaceCameraPos - v.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 binormal;
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mat3 rotation;
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PositionFog( v.vertex, o.pos, o.fog);
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o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
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o.hip_screen = ComputeScreenPos( o.pos);
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o.hip_lmapFade.xy = ((v.texcoord1.xy * unity_LightmapST.xy ) + unity_LightmapST.zw );
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o.hip_lmapFade.z = ((( -( gl_ModelViewMatrix * v.vertex ).z ) * unity_LightmapFade.z ) + unity_LightmapFade.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.normal = ( rotation * (v.normal * unity_Scale.w ) );
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o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
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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, 0.0, 0.0);
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gl_TexCoord[1] = vec4( xl_retval.viewDir, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.hip_screen);
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gl_TexCoord[3] = vec4( xl_retval.normal, 0.0);
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gl_TexCoord[4] = vec4( xl_retval.hip_lmapFade, 0.0);
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}
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