mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
86 lines
2.5 KiB
Text
86 lines
2.5 KiB
Text
#version 300 es
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out mediump vec4 _fragData;
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struct SurfaceOutput {
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lowp vec3 Albedo;
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lowp vec3 Normal;
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lowp vec3 Emission;
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mediump float Specular;
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lowp float Gloss;
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lowp float Alpha;
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};
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struct Input {
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mediump vec2 uv_MainTex;
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};
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struct v2f_surf {
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highp vec4 pos;
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mediump vec2 pack0;
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mediump vec3 viewDir;
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lowp vec3 lightDir;
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lowp vec3 vlight;
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};
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uniform sampler2D _BumpMap;
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform mediump float _Shininess;
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lowp vec3 UnpackNormal( in lowp vec4 packednormal );
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void surf( in Input IN, inout SurfaceOutput o );
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lowp vec4 LightingMobileBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten );
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lowp vec4 frag_surf( in v2f_surf IN );
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lowp vec3 UnpackNormal( in lowp vec4 packednormal ) {
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return ((packednormal.xyz * 2.0) - 1.0);
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}
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void surf( in Input IN, inout SurfaceOutput o ) {
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lowp vec4 tex;
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tex = texture2D( _MainTex, IN.uv_MainTex);
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o.Albedo = tex.xyz ;
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o.Gloss = tex.w ;
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o.Alpha = tex.w ;
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o.Specular = _Shininess;
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o.Normal = UnpackNormal( texture2D( _BumpMap, IN.uv_MainTex));
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}
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lowp vec4 LightingMobileBlinnPhong( in SurfaceOutput s, in lowp vec3 lightDir, in lowp vec3 halfDir, in lowp float atten ) {
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lowp float diff;
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lowp float nh;
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lowp float spec;
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lowp vec4 c;
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diff = max( 0.0, dot( s.Normal, lightDir));
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nh = max( 0.0, dot( s.Normal, halfDir));
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spec = (pow( nh, (s.Specular * 128.0)) * s.Gloss);
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c.xyz = ((((s.Albedo * diff) + spec) * _LightColor0.xyz ) * (atten * 2.0));
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c.w = 0.0;
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return c;
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}
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lowp vec4 frag_surf( in v2f_surf IN ) {
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Input surfIN;
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SurfaceOutput o;
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lowp float atten;
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lowp vec4 c;
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surfIN.uv_MainTex = IN.pack0.xy ;
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o.Albedo = vec3( 0.0);
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o.Emission = vec3( 0.0);
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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surf( surfIN, o);
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atten = 1.0;
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c = vec4( 0.0);
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c = LightingMobileBlinnPhong( o, IN.lightDir, IN.viewDir, atten);
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c.xyz += (o.Albedo * IN.vlight);
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return c;
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}
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in mediump vec2 xlv_TEXCOORD0;
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in mediump vec3 xlv_TEXCOORD1;
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in lowp vec3 xlv_TEXCOORD2;
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in lowp vec3 xlv_TEXCOORD3;
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void main() {
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lowp vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN.pack0 = vec2( xlv_TEXCOORD0);
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xlt_IN.viewDir = vec3( xlv_TEXCOORD1);
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xlt_IN.lightDir = vec3( xlv_TEXCOORD2);
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xlt_IN.vlight = vec3( xlv_TEXCOORD3);
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xl_retval = frag_surf( xlt_IN);
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_fragData = vec4( xl_retval);
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}
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