mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
46 lines
1.4 KiB
Text
46 lines
1.4 KiB
Text
uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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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 unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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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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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 light_3;
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vec4 c_4;
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vec3 v_5;
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vec3 tmpvar_6;
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tmpvar_6 = normalize(gl_TexCoord[1].xyz);
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v_5.xy = tmpvar_6.xy;
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v_5.z = (tmpvar_6.z + 0.42);
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c_4 = (texture2D (_MainTex, (tmpvar_1.xy + (
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((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0))
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*
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(tmpvar_6.xy / v_5.z)
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))) * _Color);
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light_3 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light_3.xyz = (light_3.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
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vec4 c_7;
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c_7.xyz = (c_4.xyz * light_3.xyz);
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c_7.w = c_4.w;
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gl_FragData[0] = c_7;
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}
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// stats: 17 alu 5 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [4] loc 4
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// uniforms: 2 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Parallax (high float) 1x1 [-1]
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// textures: 5
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// #0: _LightBuffer (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: _ParallaxMap (high 2d) 0x0 [-1]
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// #3: unity_Lightmap (high 2d) 0x0 [-1]
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// #4: unity_LightmapInd (high 2d) 0x0 [-1]
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