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32 lines
925 B
Text
32 lines
925 B
Text
uniform sampler2D _MainTex;
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uniform highp vec4 _TerrainTreeLightColors[4];
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varying highp vec2 xlv_uv;
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varying highp vec3 xlv_nl;
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void main ()
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{
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lowp vec4 tmpvar_1;
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mediump vec3 light_2;
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lowp vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, xlv_uv);
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if ((tmpvar_3.w < 0.5)) {
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discard;
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};
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light_2 = ((tmpvar_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz);
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light_2 = (light_2 + ((tmpvar_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz));
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light_2 = (light_2 + ((tmpvar_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz));
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mediump vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = light_2;
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tmpvar_1 = tmpvar_4;
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gl_FragData[0] = tmpvar_1;
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}
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// stats: 10 alu 2 tex 1 flow
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// inputs: 2
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// #0: xlv_uv (high float) 2x1 [-1]
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// #1: xlv_nl (high float) 3x1 [-1]
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// uniforms: 1 (total size: 0)
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// #0: _TerrainTreeLightColors (high float) 4x1 [4]
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// textures: 1
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// #0: _MainTex (low 2d) 0x0 [-1]
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