mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
81 lines
2 KiB
Text
81 lines
2 KiB
Text
uniform mat4 glstate_matrix_mvp;
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attribute vec4 attrVertex;
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attribute vec3 attrNormal;
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attribute vec4 attrTangent;
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mat3 xll_transpose(mat3 m) {
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return mat3( m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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mat3 xll_constructMat3(mat4 m) {
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return mat3(vec3(m[0]), vec3(m[1]), vec3(m[2]));
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}
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struct v2f_surf {
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highp vec4 pos;
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lowp vec3 lightDir;
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lowp vec3 viewDir;
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lowp vec3 worldN;
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};
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struct appdata {
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highp vec4 vertex;
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highp vec4 tangent;
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highp vec3 normal;
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};
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uniform highp mat4 _Object2World;
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uniform highp mat4 _World2Object;
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform lowp vec4 _WorldSpaceLightPos0;
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uniform highp vec4 unity_Scale;
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highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
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highp vec3 objSpaceCameraPos = (_World2Object * vec4(_WorldSpaceCameraPos.xyz, 1.0)).xyz * unity_Scale.w;
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return objSpaceCameraPos - v.xyz;
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}
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highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
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highp vec3 objSpaceLightPos = (_World2Object * _WorldSpaceLightPos0).xyz;
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return objSpaceLightPos.xyz;
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}
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v2f_surf vert_surf (in appdata v) {
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v2f_surf o;
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o.pos = glstate_matrix_mvp * v.vertex;
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highp vec3 worldN = xll_constructMat3(_Object2World) * v.normal;
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o.worldN = worldN;
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highp vec3 binormal = cross(v.normal, v.tangent.xyz) * v.tangent.w;
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highp mat3 rotation = xll_transpose (mat3(v.tangent.xyz, binormal, v.normal));
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highp vec3 lightDir = rotation * ObjSpaceLightDir(v.vertex);
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o.lightDir = lightDir;
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highp vec3 viewDirForLight = rotation * ObjSpaceViewDir(v.vertex);
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o.viewDir = normalize( (lightDir + normalize( viewDirForLight )) );
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return o;
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}
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varying lowp vec3 varWorldN;
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varying lowp vec3 varLightDir;
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varying lowp vec3 varViewDir;
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void main() {
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appdata v;
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v.vertex = attrVertex;
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v.tangent = attrTangent;
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v.normal = attrNormal;
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v2f_surf rv = vert_surf(v);
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gl_Position = rv.pos;
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varWorldN = rv.worldN;
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varLightDir = rv.lightDir;
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varViewDir = rv.viewDir;
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}
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