mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
295 lines
5.9 KiB
Text
295 lines
5.9 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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vec3 worldPos;
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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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vec3 worldPos;
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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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varying vec4 xlv_FOG;
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void xll_clip (
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in float x_1
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)
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{
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if ((x_1 < 0.0)) {
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discard;
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};
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}
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float xll_saturate (
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in float x_2
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)
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{
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float tmpvar_3;
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tmpvar_3 = clamp (x_2, 0.0, 1.0);
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return tmpvar_3;
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}
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vec2 xll_saturate (
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in vec2 x_4
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)
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{
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vec2 tmpvar_5;
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tmpvar_5 = clamp (x_4, 0.0, 1.0);
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return tmpvar_5;
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}
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vec3 xll_saturate (
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in vec3 x_6
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)
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{
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vec3 tmpvar_7;
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tmpvar_7 = clamp (x_6, 0.0, 1.0);
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return tmpvar_7;
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}
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vec4 xll_saturate (
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in vec4 x_8
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)
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{
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vec4 tmpvar_9;
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tmpvar_9 = clamp (x_8, 0.0, 1.0);
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return tmpvar_9;
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}
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mat2 xll_saturate (
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in mat2 m_10
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)
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{
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_10[0], 0.0, 1.0);
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vec2 tmpvar_12;
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tmpvar_12 = clamp (m_10[1], 0.0, 1.0);
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mat2 tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_13[0] = tmpvar_14;
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vec2 tmpvar_15;
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tmpvar_15 = tmpvar_12;
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tmpvar_13[1] = tmpvar_15;
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return tmpvar_13;
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}
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mat3 xll_saturate (
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in mat3 m_16
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)
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{
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_16[0], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_16[1], 0.0, 1.0);
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vec3 tmpvar_19;
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tmpvar_19 = clamp (m_16[2], 0.0, 1.0);
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mat3 tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_20[0] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_20[1] = tmpvar_22;
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vec3 tmpvar_23;
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tmpvar_23 = tmpvar_19;
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tmpvar_20[2] = tmpvar_23;
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return tmpvar_20;
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}
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mat4 xll_saturate (
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in mat4 m_24
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)
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{
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_24[0], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_24[1], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_24[2], 0.0, 1.0);
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vec4 tmpvar_28;
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tmpvar_28 = clamp (m_24[3], 0.0, 1.0);
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mat4 tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_29[0] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_29[1] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_29[2] = tmpvar_32;
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vec4 tmpvar_33;
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tmpvar_33 = tmpvar_28;
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tmpvar_29[3] = tmpvar_33;
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return tmpvar_29;
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}
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void surf (
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in Input IN_34,
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inout SurfaceOutput o_35
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)
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{
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float tmpvar_36;
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tmpvar_36 = fract (((IN_34.worldPos.y + (IN_34.worldPos.z * 0.1)) * 5.0));
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xll_clip ((tmpvar_36 - 0.5));
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vec4 tmpvar_37;
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tmpvar_37 = texture2D (_MainTex, IN_34.uv_MainTex);
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vec3 tmpvar_38;
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tmpvar_38 = tmpvar_37.xyz;
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o_35.Albedo = tmpvar_38;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_39,
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in vec4 light_40
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)
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{
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vec4 c_41;
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vec3 tmpvar_42;
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tmpvar_42 = (s_39.Albedo * light_40.xyz);
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c_41.xyz = tmpvar_42.xyz.xyz;
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float tmpvar_43;
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tmpvar_43 = s_39.Alpha;
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c_41.w = vec4(tmpvar_43).w;
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return c_41;
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}
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vec3 DecodeLightmap (
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in vec4 color_44
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)
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{
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return (2.0 * color_44.xyz);
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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 col_46;
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vec3 lm_47;
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vec3 lmIndirect_48;
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vec3 lmFull_49;
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vec4 light_50;
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SurfaceOutput o_51;
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Input surfIN_52;
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vec2 tmpvar_53;
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tmpvar_53 = IN_45.hip_pack0.xy;
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surfIN_52.uv_MainTex = tmpvar_53;
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vec3 tmpvar_54;
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tmpvar_54 = IN_45.worldPos;
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surfIN_52.worldPos = tmpvar_54;
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vec3 tmpvar_55;
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tmpvar_55 = vec3(0.0, 0.0, 0.0);
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o_51.Albedo = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = vec3(0.0, 0.0, 0.0);
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o_51.Emission = tmpvar_56;
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float tmpvar_57;
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tmpvar_57 = 0.0;
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o_51.Specular = tmpvar_57;
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float tmpvar_58;
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tmpvar_58 = 0.0;
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o_51.Alpha = tmpvar_58;
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float tmpvar_59;
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tmpvar_59 = 0.0;
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o_51.Gloss = tmpvar_59;
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surf (surfIN_52, o_51);
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vec4 tmpvar_60;
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tmpvar_60 = texture2DProj (_LightBuffer, IN_45.hip_screen);
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vec4 tmpvar_61;
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tmpvar_61 = tmpvar_60;
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light_50 = tmpvar_61;
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vec4 tmpvar_62;
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tmpvar_62 = log2 (light_50);
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vec4 tmpvar_63;
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tmpvar_63 = -(tmpvar_62);
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light_50 = tmpvar_63;
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vec4 tmpvar_64;
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tmpvar_64 = texture2D (unity_Lightmap, IN_45.hip_lmapFade.xy);
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vec3 tmpvar_65;
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tmpvar_65 = DecodeLightmap (tmpvar_64);
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vec3 tmpvar_66;
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tmpvar_66 = tmpvar_65;
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lmFull_49 = tmpvar_66;
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vec4 tmpvar_67;
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tmpvar_67 = texture2D (unity_LightmapInd, IN_45.hip_lmapFade.xy);
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vec3 tmpvar_68;
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tmpvar_68 = DecodeLightmap (tmpvar_67);
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vec3 tmpvar_69;
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tmpvar_69 = tmpvar_68;
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lmIndirect_48 = tmpvar_69;
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float tmpvar_70;
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tmpvar_70 = xll_saturate (IN_45.hip_lmapFade.z);
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vec3 tmpvar_71;
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tmpvar_71 = vec3(tmpvar_70);
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vec3 tmpvar_72;
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tmpvar_72 = mix (lmIndirect_48, lmFull_49, tmpvar_71);
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vec3 tmpvar_73;
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tmpvar_73 = tmpvar_72;
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lm_47 = tmpvar_73;
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vec3 tmpvar_74;
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tmpvar_74 = (light_50.xyz + lm_47);
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light_50.xyz = tmpvar_74.xyz.xyz;
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vec4 tmpvar_75;
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tmpvar_75 = LightingLambert_PrePass (o_51, light_50);
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vec4 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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col_46 = tmpvar_76;
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return col_46;
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}
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void main ()
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{
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v2f_surf xlt_IN_77;
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vec4 xl_retval_78;
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vec4 tmpvar_79;
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tmpvar_79 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_77.pos = tmpvar_79;
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float tmpvar_80;
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tmpvar_80 = xlv_FOG.x;
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xlt_IN_77.fog = tmpvar_80;
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vec2 tmpvar_81;
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tmpvar_81 = gl_TexCoord[0].xy;
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vec2 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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xlt_IN_77.hip_pack0 = tmpvar_82;
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vec3 tmpvar_83;
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tmpvar_83 = gl_TexCoord[1].xyz;
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vec3 tmpvar_84;
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tmpvar_84 = tmpvar_83;
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xlt_IN_77.worldPos = tmpvar_84;
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vec4 tmpvar_85;
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tmpvar_85 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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xlt_IN_77.hip_screen = tmpvar_86;
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vec3 tmpvar_87;
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tmpvar_87 = gl_TexCoord[3].xyz;
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vec3 tmpvar_88;
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tmpvar_88 = tmpvar_87;
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xlt_IN_77.hip_lmapFade = tmpvar_88;
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vec4 tmpvar_89;
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tmpvar_89 = frag_surf (xlt_IN_77);
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vec4 tmpvar_90;
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tmpvar_90 = tmpvar_89;
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xl_retval_78 = tmpvar_90;
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vec4 tmpvar_91;
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tmpvar_91 = xl_retval_78.xyzw;
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vec4 tmpvar_92;
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tmpvar_92 = tmpvar_91;
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gl_FragData[0] = tmpvar_92;
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}
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