mirror of
https://github.com/scratchfoundation/bgfx.git
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71 lines
2 KiB
Text
71 lines
2 KiB
Text
#version 300 es
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layout(location=0) out mediump vec4 _glesFragData[4];
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uniform highp vec4 _WorldSpaceLightPos0;
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform mediump mat4 _LightMatrix0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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in highp vec2 xlv_TEXCOORD0;
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in lowp vec3 xlv_TEXCOORD1;
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in highp vec3 xlv_TEXCOORD2;
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void main ()
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{
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lowp vec4 c_1;
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lowp float atten_2;
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mediump vec4 lightCoord_3;
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highp vec3 tmpvar_4;
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tmpvar_4 = normalize((_WorldSpaceLightPos0.xyz - xlv_TEXCOORD2));
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lowp vec3 tmpvar_5;
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lowp float tmpvar_6;
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mediump vec4 c_7;
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lowp vec4 tmpvar_8;
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tmpvar_8 = texture (_MainTex, xlv_TEXCOORD0);
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c_7 = tmpvar_8;
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tmpvar_5 = c_7.xyz;
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tmpvar_6 = c_7.w;
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highp vec4 tmpvar_9;
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tmpvar_9.w = 1.0;
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tmpvar_9.xyz = xlv_TEXCOORD2;
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highp vec4 tmpvar_10;
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tmpvar_10 = (_LightMatrix0 * tmpvar_9);
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lightCoord_3 = tmpvar_10;
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lowp vec4 tmpvar_11;
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mediump vec2 P_12;
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P_12 = ((lightCoord_3.xy / lightCoord_3.w) + 0.5);
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tmpvar_11 = texture (_LightTexture0, P_12);
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mediump float tmpvar_13;
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tmpvar_13 = dot (lightCoord_3.xyz, lightCoord_3.xyz);
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lowp vec4 tmpvar_14;
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tmpvar_14 = texture (_LightTextureB0, vec2(tmpvar_13));
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mediump float tmpvar_15;
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tmpvar_15 = ((float(
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(lightCoord_3.z > 0.0)
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) * tmpvar_11.w) * tmpvar_14.w);
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atten_2 = tmpvar_15;
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lowp vec3 lightDir_16;
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lightDir_16 = tmpvar_4;
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lowp vec4 c_17;
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c_17.xyz = ((tmpvar_5 * _LightColor0.xyz) * ((
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max (0.0, dot (xlv_TEXCOORD1, lightDir_16))
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* atten_2) * 2.0));
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c_17.w = tmpvar_6;
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c_1.xyz = c_17.xyz;
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c_1.w = 0.0;
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_glesFragData[0] = c_1;
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}
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// stats: 18 alu 3 tex 0 flow
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// inputs: 3
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (low float) 3x1 [-1]
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// #2: xlv_TEXCOORD2 (high float) 3x1 [-1]
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// uniforms: 3 (total size: 0)
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// #0: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #1: _LightColor0 (low float) 4x1 [-1]
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// #2: _LightMatrix0 (medium float) 4x4 [-1]
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// textures: 3
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// #0: _LightTexture0 (low 2d) 0x0 [-1]
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// #1: _LightTextureB0 (low 2d) 0x0 [-1]
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// #2: _MainTex (low 2d) 0x0 [-1]
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