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36 lines
993 B
Text
36 lines
993 B
Text
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _LightMap;
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uniform sampler2D _MainTex;
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uniform vec4 unity_Ambient;
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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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vec4 col_2;
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vec4 light_3;
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vec2 tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz);
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_LightMap, tmpvar_1.zw);
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vec4 normal_7;
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normal_7.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 -
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(normal_7.x * normal_7.x)
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) - (normal_7.y * normal_7.y)));
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vec4 tmpvar_8;
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tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_3.w = tmpvar_8.w;
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light_3.xyz = (tmpvar_8.xyz + unity_Ambient.xyz);
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vec4 c_9;
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c_9.xyz = (tmpvar_5 * light_3.xyz);
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c_9.w = (tmpvar_6.w * _Color.w);
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col_2.w = c_9.w;
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col_2.xyz = (c_9.xyz + (tmpvar_6.xyz * tmpvar_5));
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gl_FragData[0] = col_2;
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}
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// inputs: 1, stats: 15 alu 4 tex 0 flow
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