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https://github.com/scratchfoundation/bgfx.git
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39 lines
1.1 KiB
Text
39 lines
1.1 KiB
Text
uniform vec4 _BumpMap_ST;
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uniform vec4 _MainTex_ST;
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uniform mat4 _World2Object;
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uniform vec4 _WorldSpaceLightPos0;
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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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{
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vec4 tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
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vec3 tmpvar_3;
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tmpvar_3 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_4;
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tmpvar_4[0].x = TANGENT.x;
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tmpvar_4[0].y = tmpvar_3.x;
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tmpvar_4[0].z = gl_Normal.x;
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tmpvar_4[1].x = TANGENT.y;
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tmpvar_4[1].y = tmpvar_3.y;
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tmpvar_4[1].z = gl_Normal.y;
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tmpvar_4[2].x = TANGENT.z;
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tmpvar_4[2].y = tmpvar_3.z;
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tmpvar_4[2].z = gl_Normal.z;
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gl_Position = tmpvar_2;
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vec4 tmpvar_5;
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tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_5.x = tmpvar_2.z;
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xlv_FOG = tmpvar_5;
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gl_TexCoord[0] = tmpvar_1;
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vec4 tmpvar_6;
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tmpvar_6.w = 0.0;
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tmpvar_6.xyz = (tmpvar_4 * (_World2Object * _WorldSpaceLightPos0).xyz);
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gl_TexCoord[1] = tmpvar_6;
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}
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// inputs: 4, stats: 13 alu 0 tex 0 flow
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