mirror of
https://github.com/scratchfoundation/bgfx.git
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38 lines
1.1 KiB
Text
38 lines
1.1 KiB
Text
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform float _Parallax;
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uniform sampler2D _ParallaxMap;
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uniform sampler2D _ShadowMapTexture;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 c_2;
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vec2 tmpvar_3;
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vec3 v_4;
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vec3 tmpvar_5;
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tmpvar_5 = normalize(gl_TexCoord[1].xyz);
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v_4.xy = tmpvar_5.xy;
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v_4.z = (tmpvar_5.z + 0.42);
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tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z));
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vec4 tmpvar_6;
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tmpvar_6 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
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vec4 normal_7;
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normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 -
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(normal_7.x * normal_7.x)
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) - (normal_7.y * normal_7.y)));
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vec4 c_8;
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c_8.xyz = ((tmpvar_6.xyz * _LightColor0.xyz) * ((
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max (0.0, dot (normal_7.xyz, gl_TexCoord[2].xyz))
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* texture2DProj (_ShadowMapTexture, gl_TexCoord[4]).x) * 2.0));
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c_8.w = tmpvar_6.w;
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c_2.w = c_8.w;
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c_2.xyz = (c_8.xyz + (tmpvar_6.xyz * gl_TexCoord[3].xyz));
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gl_FragData[0] = c_2;
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}
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// inputs: 1, stats: 25 alu 4 tex 0 flow
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