mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
245 lines
5.6 KiB
Text
245 lines
5.6 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 lightDir;
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vec3 viewDir;
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vec3 _LightCoord;
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};
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uniform sampler2D _BumpSpecMap;
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform sampler2D _TranslucencyMap;
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varying vec4 xlv_FOG;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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void surf (
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in Input IN_6,
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inout SurfaceOutput o_7
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)
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{
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vec4 norspc_8;
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vec4 trngls_9;
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vec4 c_10;
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vec4 tmpvar_11;
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tmpvar_11 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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c_10 = tmpvar_12;
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vec3 tmpvar_13;
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tmpvar_13 = (c_10.xyz * IN_6.color.xyz);
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o_7.Albedo = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = texture2D (_TranslucencyMap, IN_6.uv_MainTex);
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vec4 tmpvar_15;
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tmpvar_15 = tmpvar_14;
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trngls_9 = tmpvar_15;
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float tmpvar_16;
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tmpvar_16 = trngls_9.w;
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o_7.Gloss = tmpvar_16;
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float tmpvar_17;
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tmpvar_17 = IN_6.color.w;
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o_7.Alpha = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = texture2D (_BumpSpecMap, IN_6.uv_MainTex);
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vec4 tmpvar_19;
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tmpvar_19 = tmpvar_18;
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norspc_8 = tmpvar_19;
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float tmpvar_20;
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tmpvar_20 = norspc_8.x;
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o_7.Specular = tmpvar_20;
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vec4 tmpvar_21;
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tmpvar_21 = UnpackNormal (norspc_8);
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_21.xyz;
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vec3 tmpvar_23;
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tmpvar_23 = tmpvar_22;
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o_7.Normal = tmpvar_23;
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}
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vec4 LightingTreeBark (
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in SurfaceOutput s_24,
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in vec3 lightDir_25,
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in vec3 viewDir_26,
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in float atten_27
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)
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{
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vec4 c_28;
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float spec_29;
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float nh_30;
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float diff_31;
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vec3 h_32;
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vec3 tmpvar_33;
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tmpvar_33 = normalize ((lightDir_25 + viewDir_26));
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vec3 tmpvar_34;
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tmpvar_34 = tmpvar_33;
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h_32 = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = dot (s_24.Normal, lightDir_25);
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float tmpvar_36;
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tmpvar_36 = max (0.0, tmpvar_35);
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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diff_31 = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = dot (s_24.Normal, h_32);
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float tmpvar_39;
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tmpvar_39 = max (0.0, tmpvar_38);
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float tmpvar_40;
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tmpvar_40 = tmpvar_39;
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nh_30 = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = pow (nh_30, (s_24.Specular * 128.0));
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float tmpvar_42;
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tmpvar_42 = (tmpvar_41 * s_24.Gloss);
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spec_29 = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = (((
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(s_24.Albedo * _LightColor0.xyz)
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* diff_31) + (_LightColor0.xyz * spec_29)) * (atten_27 * 2.0));
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c_28.xyz = tmpvar_43.xyz.xyz;
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float tmpvar_44;
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tmpvar_44 = (((_LightColor0.w * spec_29) * atten_27) * s_24.Alpha);
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c_28.w = vec4(tmpvar_44).w;
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return c_28;
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}
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vec4 frag_surf (
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in v2f_surf IN_45
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)
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{
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vec4 c_46;
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vec3 lightDir_47;
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SurfaceOutput o_48;
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Input surfIN_49;
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vec2 tmpvar_50;
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tmpvar_50 = IN_45.hip_pack0.xy;
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surfIN_49.uv_MainTex = tmpvar_50;
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vec4 tmpvar_51;
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tmpvar_51 = IN_45.lop_color;
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surfIN_49.color = tmpvar_51;
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vec3 tmpvar_52;
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tmpvar_52 = vec3(0.0, 0.0, 0.0);
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o_48.Albedo = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = vec3(0.0, 0.0, 0.0);
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o_48.Emission = tmpvar_53;
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float tmpvar_54;
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tmpvar_54 = 0.0;
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o_48.Specular = tmpvar_54;
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float tmpvar_55;
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tmpvar_55 = 0.0;
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o_48.Alpha = tmpvar_55;
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float tmpvar_56;
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tmpvar_56 = 0.0;
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o_48.Gloss = tmpvar_56;
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surf (surfIN_49, o_48);
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vec3 tmpvar_57;
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tmpvar_57 = IN_45.lightDir;
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lightDir_47 = tmpvar_57;
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vec3 tmpvar_58;
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tmpvar_58 = normalize (lightDir_47);
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vec3 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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lightDir_47 = tmpvar_59;
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vec3 tmpvar_60;
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tmpvar_60 = IN_45.viewDir.xyz;
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vec3 tmpvar_61;
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tmpvar_61 = normalize (tmpvar_60);
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float tmpvar_62;
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tmpvar_62 = dot (IN_45._LightCoord, IN_45._LightCoord);
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vec2 tmpvar_63;
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tmpvar_63 = vec2(tmpvar_62);
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vec2 tmpvar_64;
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tmpvar_64 = tmpvar_63.xy;
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vec4 tmpvar_65;
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tmpvar_65 = texture2D (_LightTextureB0, tmpvar_64);
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vec4 tmpvar_66;
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tmpvar_66 = textureCube (_LightTexture0, IN_45._LightCoord);
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vec4 tmpvar_67;
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tmpvar_67 = LightingTreeBark (o_48, lightDir_47, tmpvar_61, (tmpvar_65.w * tmpvar_66.w));
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vec4 tmpvar_68;
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tmpvar_68 = tmpvar_67;
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c_46 = tmpvar_68;
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float tmpvar_69;
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tmpvar_69 = 0.0;
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c_46.w = vec4(tmpvar_69).w;
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return c_46;
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}
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void main ()
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{
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v2f_surf xlt_IN_70;
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vec4 xl_retval_71;
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vec4 tmpvar_72;
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tmpvar_72 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_70.pos = tmpvar_72;
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float tmpvar_73;
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tmpvar_73 = xlv_FOG.x;
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xlt_IN_70.fog = tmpvar_73;
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vec2 tmpvar_74;
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tmpvar_74 = gl_TexCoord[0].xy;
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vec2 tmpvar_75;
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tmpvar_75 = tmpvar_74;
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xlt_IN_70.hip_pack0 = tmpvar_75;
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vec4 tmpvar_76;
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tmpvar_76 = gl_Color.xyzw;
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vec4 tmpvar_77;
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tmpvar_77 = tmpvar_76;
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xlt_IN_70.lop_color = tmpvar_77;
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vec3 tmpvar_78;
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tmpvar_78 = gl_TexCoord[1].xyz;
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vec3 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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xlt_IN_70.lightDir = tmpvar_79;
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vec3 tmpvar_80;
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tmpvar_80 = gl_TexCoord[2].xyz;
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vec3 tmpvar_81;
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tmpvar_81 = tmpvar_80;
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xlt_IN_70.viewDir = tmpvar_81;
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vec3 tmpvar_82;
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tmpvar_82 = gl_TexCoord[3].xyz;
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vec3 tmpvar_83;
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tmpvar_83 = tmpvar_82;
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xlt_IN_70._LightCoord = tmpvar_83;
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vec4 tmpvar_84;
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tmpvar_84 = frag_surf (xlt_IN_70);
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vec4 tmpvar_85;
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tmpvar_85 = tmpvar_84;
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xl_retval_71 = tmpvar_85;
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vec4 tmpvar_86;
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tmpvar_86 = xl_retval_71.xyzw;
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vec4 tmpvar_87;
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tmpvar_87 = tmpvar_86;
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gl_FragData[0] = tmpvar_87;
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}
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