mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
105 lines
3.2 KiB
Text
105 lines
3.2 KiB
Text
uniform vec4 _DecalBump_ST;
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uniform vec4 _Decal_ST;
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uniform mat4 _Object2World;
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uniform vec4 _ProjectionParams;
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uniform mat4 _World2Object;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 unity_SHAb;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHC;
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uniform vec4 unity_Scale;
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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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vec3 binormal_1;
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vec3 worldN_2;
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vec4 tmpvar_3;
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vec4 pos_4;
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pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _Decal_ST.xy) + _Decal_ST.zw);
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tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _DecalBump_ST.xy) + _DecalBump_ST.zw);
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mat3 tmpvar_5;
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tmpvar_5[0] = _Object2World[0].xyz;
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tmpvar_5[1] = _Object2World[1].xyz;
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tmpvar_5[2] = _Object2World[2].xyz;
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worldN_2 = (tmpvar_5 * (gl_Normal * unity_Scale.w));
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binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_6;
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tmpvar_6[0].x = TANGENT.x;
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tmpvar_6[0].y = binormal_1.x;
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tmpvar_6[0].z = gl_Normal.x;
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tmpvar_6[1].x = TANGENT.y;
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tmpvar_6[1].y = binormal_1.y;
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tmpvar_6[1].z = gl_Normal.y;
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tmpvar_6[2].x = TANGENT.z;
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tmpvar_6[2].y = binormal_1.z;
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tmpvar_6[2].z = gl_Normal.z;
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vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = worldN_2;
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vec3 x2_8;
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vec4 vB_9;
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vec3 x1_10;
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x1_10.x = dot (unity_SHAr, tmpvar_7);
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x1_10.y = dot (unity_SHAg, tmpvar_7);
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x1_10.z = dot (unity_SHAb, tmpvar_7);
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vB_9 = (worldN_2.xyzz * worldN_2.yzzx);
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x2_8.x = dot (unity_SHBr, vB_9);
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x2_8.y = dot (unity_SHBg, vB_9);
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x2_8.z = dot (unity_SHBb, vB_9);
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vec4 o_11;
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o_11 = (pos_4 * 0.5);
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vec2 tmpvar_12;
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tmpvar_12.x = o_11.x;
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tmpvar_12.y = (o_11.y * _ProjectionParams.x);
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o_11.xy = (tmpvar_12 + o_11.w);
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o_11.zw = pos_4.zw;
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gl_Position = pos_4;
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vec4 tmpvar_13;
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tmpvar_13.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_13.x = pos_4.z;
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xlv_FOG = tmpvar_13;
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gl_TexCoord[0] = tmpvar_3;
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vec4 tmpvar_14;
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tmpvar_14.w = 0.0;
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tmpvar_14.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
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gl_TexCoord[1] = tmpvar_14;
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vec4 tmpvar_15;
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tmpvar_15.w = 0.0;
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tmpvar_15.xyz = ((x1_10 + x2_8) + (unity_SHC.xyz * (
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(worldN_2.x * worldN_2.x)
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-
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(worldN_2.y * worldN_2.y)
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)));
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gl_TexCoord[2] = tmpvar_15;
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gl_TexCoord[3] = o_11;
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}
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// stats: 33 alu 0 tex 0 flow
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// inputs: 4
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Normal (high float) 3x1 [-1] loc 2
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// #2: gl_Vertex (high float) 4x1 [-1] loc 0
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// #3: TANGENT (high float) 4x1 [-1]
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// uniforms: 15 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _DecalBump_ST (high float) 4x1 [-1]
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// #2: _Decal_ST (high float) 4x1 [-1]
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// #3: _Object2World (high float) 4x4 [-1]
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// #4: _ProjectionParams (high float) 4x1 [-1]
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// #5: _World2Object (high float) 4x4 [-1]
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// #6: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #7: unity_SHAb (high float) 4x1 [-1]
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// #8: unity_SHAg (high float) 4x1 [-1]
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// #9: unity_SHAr (high float) 4x1 [-1]
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// #10: unity_SHBb (high float) 4x1 [-1]
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// #11: unity_SHBg (high float) 4x1 [-1]
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// #12: unity_SHBr (high float) 4x1 [-1]
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// #13: unity_SHC (high float) 4x1 [-1]
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// #14: unity_Scale (high float) 4x1 [-1]
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