mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
88 lines
1.9 KiB
Text
88 lines
1.9 KiB
Text
struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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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 appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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struct LeafSurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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vec3 Translucency;
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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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};
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uniform sampler2D _BumpSpecMap;
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uniform sampler2D _MainTex;
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uniform sampler2D _TranslucencyMap;
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vec4 UnpackNormal( in vec4 packednormal );
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void surf( in Input IN, inout SurfaceOutput o );
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vec4 frag_surf( in v2f_surf IN );
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vec4 UnpackNormal( in vec4 packednormal ) {
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vec4 normal;
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normal.xy = ((packednormal.wy * 2.00000) - 1.00000);
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normal.z = sqrt( ((1.00000 - (normal.x * normal.x )) - (normal.y * normal.y )) );
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return normal;
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}
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void surf( in Input IN, inout SurfaceOutput o ) {
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vec4 c;
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vec4 trngls;
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vec4 norspc;
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c = texture2D( _MainTex, IN.uv_MainTex);
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o.Albedo = (c.xyz * IN.color.xyz );
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trngls = texture2D( _TranslucencyMap, IN.uv_MainTex);
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o.Gloss = trngls.w ;
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o.Alpha = IN.color.w ;
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norspc = texture2D( _BumpSpecMap, IN.uv_MainTex);
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o.Specular = norspc.x ;
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o.Normal = vec3( UnpackNormal( norspc));
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}
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vec4 frag_surf( in v2f_surf IN ) {
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SurfaceOutput o;
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Input surfIN;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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o.Gloss = 0.000000;
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surf( surfIN, o);
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return vec4( 0.000000);
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}
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void main() {
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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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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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