mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
225 lines
4.9 KiB
Text
225 lines
4.9 KiB
Text
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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};
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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 normal;
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vec3 lightDir;
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vec3 viewDir;
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vec3 _LightCoord;
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};
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uniform vec4 _Color;
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uniform float _Cutoff;
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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varying vec4 xlv_FOG;
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void xll_clip (
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in float x_1
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)
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{
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if ((x_1 < 0.0)) {
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discard;
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};
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}
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void surf (
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in Input IN_2,
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inout SurfaceOutput o_3
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)
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{
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vec4 tex_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, IN_2.uv_MainTex);
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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tex_4 = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = (tex_4.xyz * _Color.xyz);
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o_3.Albedo = tmpvar_7;
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float tmpvar_8;
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tmpvar_8 = tex_4.w;
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o_3.Gloss = tmpvar_8;
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float tmpvar_9;
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tmpvar_9 = (tex_4.w * _Color.w);
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o_3.Alpha = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = _Shininess;
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o_3.Specular = tmpvar_10;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput s_11,
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in vec3 lightDir_12,
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in vec3 viewDir_13,
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in float atten_14
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)
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{
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vec4 c_15;
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float spec_16;
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float nh_17;
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float diff_18;
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vec3 h_19;
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vec3 tmpvar_20;
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tmpvar_20 = normalize ((lightDir_12 + viewDir_13));
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_20;
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h_19 = tmpvar_21;
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float tmpvar_22;
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tmpvar_22 = dot (s_11.Normal, lightDir_12);
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float tmpvar_23;
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tmpvar_23 = max (0.0, tmpvar_22);
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float tmpvar_24;
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tmpvar_24 = tmpvar_23;
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diff_18 = tmpvar_24;
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float tmpvar_25;
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tmpvar_25 = dot (s_11.Normal, h_19);
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float tmpvar_26;
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tmpvar_26 = max (0.0, tmpvar_25);
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float tmpvar_27;
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tmpvar_27 = tmpvar_26;
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nh_17 = tmpvar_27;
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float tmpvar_28;
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tmpvar_28 = pow (nh_17, (s_11.Specular * 128.0));
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float tmpvar_29;
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tmpvar_29 = (tmpvar_28 * s_11.Gloss);
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spec_16 = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = (((
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(s_11.Albedo * _LightColor0.xyz)
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* diff_18) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* spec_16)) * (atten_14 * 2.0));
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c_15.xyz = tmpvar_30.xyz.xyz;
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float tmpvar_31;
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tmpvar_31 = (s_11.Alpha + ((
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(_LightColor0.w * _SpecColor.w)
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* spec_16) * atten_14));
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c_15.w = vec4(tmpvar_31).w;
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return c_15;
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}
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vec4 frag_surf (
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in v2f_surf IN_32
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)
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{
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vec4 c_33;
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vec3 lightDir_34;
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SurfaceOutput o_35;
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Input surfIN_36;
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vec2 tmpvar_37;
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tmpvar_37 = IN_32.hip_pack0.xy;
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surfIN_36.uv_MainTex = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = vec3(0.0, 0.0, 0.0);
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o_35.Albedo = tmpvar_38;
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vec3 tmpvar_39;
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tmpvar_39 = vec3(0.0, 0.0, 0.0);
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o_35.Emission = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = 0.0;
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o_35.Specular = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = 0.0;
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o_35.Alpha = tmpvar_41;
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float tmpvar_42;
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tmpvar_42 = 0.0;
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o_35.Gloss = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = IN_32.normal;
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o_35.Normal = tmpvar_43;
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surf (surfIN_36, o_35);
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xll_clip ((o_35.Alpha - _Cutoff));
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vec3 tmpvar_44;
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tmpvar_44 = IN_32.lightDir;
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lightDir_34 = tmpvar_44;
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vec3 tmpvar_45;
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tmpvar_45 = normalize (lightDir_34);
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vec3 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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lightDir_34 = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = IN_32.viewDir.xyz;
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vec3 tmpvar_48;
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tmpvar_48 = normalize (tmpvar_47);
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float tmpvar_49;
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tmpvar_49 = dot (IN_32._LightCoord, IN_32._LightCoord);
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vec2 tmpvar_50;
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tmpvar_50 = vec2(tmpvar_49);
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vec2 tmpvar_51;
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tmpvar_51 = tmpvar_50.xy;
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vec4 tmpvar_52;
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tmpvar_52 = texture2D (_LightTextureB0, tmpvar_51);
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vec4 tmpvar_53;
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tmpvar_53 = textureCube (_LightTexture0, IN_32._LightCoord);
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vec4 tmpvar_54;
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tmpvar_54 = LightingBlinnPhong (o_35, lightDir_34, tmpvar_48, (tmpvar_52.w * tmpvar_53.w));
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vec4 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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c_33 = tmpvar_55;
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float tmpvar_56;
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tmpvar_56 = o_35.Alpha;
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c_33.w = vec4(tmpvar_56).w;
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return c_33;
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}
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void main ()
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{
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v2f_surf xlt_IN_57;
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vec4 xl_retval_58;
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vec4 tmpvar_59;
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tmpvar_59 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_57.pos = tmpvar_59;
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float tmpvar_60;
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tmpvar_60 = xlv_FOG.x;
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xlt_IN_57.fog = tmpvar_60;
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vec2 tmpvar_61;
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tmpvar_61 = gl_TexCoord[0].xy;
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vec2 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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xlt_IN_57.hip_pack0 = tmpvar_62;
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vec3 tmpvar_63;
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tmpvar_63 = gl_TexCoord[1].xyz;
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vec3 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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xlt_IN_57.normal = tmpvar_64;
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vec3 tmpvar_65;
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tmpvar_65 = gl_TexCoord[2].xyz;
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vec3 tmpvar_66;
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tmpvar_66 = tmpvar_65;
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xlt_IN_57.lightDir = tmpvar_66;
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vec3 tmpvar_67;
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tmpvar_67 = gl_TexCoord[3].xyz;
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vec3 tmpvar_68;
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tmpvar_68 = tmpvar_67;
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xlt_IN_57.viewDir = tmpvar_68;
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vec3 tmpvar_69;
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tmpvar_69 = gl_TexCoord[4].xyz;
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vec3 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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xlt_IN_57._LightCoord = tmpvar_70;
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vec4 tmpvar_71;
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tmpvar_71 = frag_surf (xlt_IN_57);
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vec4 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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xl_retval_58 = tmpvar_72;
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vec4 tmpvar_73;
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tmpvar_73 = xl_retval_58.xyzw;
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vec4 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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gl_FragData[0] = tmpvar_74;
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}
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