mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
157 lines
3.3 KiB
Text
157 lines
3.3 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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vec2 uv_DecalTex;
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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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vec4 hip_pack0;
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vec4 hip_screen;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _DecalTex;
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uniform vec4 _Color;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 decal_3;
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vec4 c_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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c_4 = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_DecalTex, IN_1.uv_DecalTex);
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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decal_3 = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = vec3(decal_3.w);
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vec3 tmpvar_10;
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tmpvar_10 = mix (c_4.xyz, decal_3.xyz, tmpvar_9);
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vec3 tmpvar_11;
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tmpvar_11 = tmpvar_10;
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c_4.xyz = tmpvar_11.xyz.xyz;
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vec4 tmpvar_12;
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tmpvar_12 = (c_4 * _Color);
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c_4 = tmpvar_12;
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vec3 tmpvar_13;
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tmpvar_13 = c_4.xyz;
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o_2.Albedo = tmpvar_13;
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float tmpvar_14;
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tmpvar_14 = c_4.w;
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o_2.Alpha = tmpvar_14;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_15,
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in vec4 light_16
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)
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{
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vec4 c_17;
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vec3 tmpvar_18;
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tmpvar_18 = (s_15.Albedo * light_16.xyz);
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c_17.xyz = tmpvar_18.xyz.xyz;
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float tmpvar_19;
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tmpvar_19 = s_15.Alpha;
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c_17.w = vec4(tmpvar_19).w;
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return c_17;
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}
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vec4 frag_surf (
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in v2f_surf IN_20
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)
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{
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vec4 col_21;
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vec4 light_22;
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SurfaceOutput o_23;
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Input surfIN_24;
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vec2 tmpvar_25;
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tmpvar_25 = IN_20.hip_pack0.xy;
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surfIN_24.uv_MainTex = tmpvar_25;
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vec2 tmpvar_26;
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tmpvar_26 = IN_20.hip_pack0.zw;
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surfIN_24.uv_DecalTex = tmpvar_26;
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vec3 tmpvar_27;
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tmpvar_27 = vec3(0.0, 0.0, 0.0);
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o_23.Albedo = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = vec3(0.0, 0.0, 0.0);
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o_23.Emission = tmpvar_28;
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float tmpvar_29;
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tmpvar_29 = 0.0;
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o_23.Specular = tmpvar_29;
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float tmpvar_30;
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tmpvar_30 = 0.0;
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o_23.Alpha = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = 0.0;
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o_23.Gloss = tmpvar_31;
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surf (surfIN_24, o_23);
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vec4 tmpvar_32;
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tmpvar_32 = texture2DProj (_LightBuffer, IN_20.hip_screen);
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vec4 tmpvar_33;
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tmpvar_33 = tmpvar_32;
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light_22 = tmpvar_33;
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vec4 tmpvar_34;
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tmpvar_34 = log2 (light_22);
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vec4 tmpvar_35;
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tmpvar_35 = -(tmpvar_34);
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light_22 = tmpvar_35;
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vec3 tmpvar_36;
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tmpvar_36 = (light_22.xyz + unity_Ambient.xyz);
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light_22.xyz = tmpvar_36.xyz.xyz;
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vec4 tmpvar_37;
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tmpvar_37 = LightingLambert_PrePass (o_23, light_22);
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vec4 tmpvar_38;
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tmpvar_38 = tmpvar_37;
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col_21 = tmpvar_38;
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return col_21;
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}
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void main ()
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{
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v2f_surf xlt_IN_39;
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vec4 xl_retval_40;
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vec4 tmpvar_41;
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tmpvar_41 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_39.pos = tmpvar_41;
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float tmpvar_42;
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tmpvar_42 = xlv_FOG.x;
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xlt_IN_39.fog = tmpvar_42;
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vec4 tmpvar_43;
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tmpvar_43 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_44;
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tmpvar_44 = tmpvar_43;
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xlt_IN_39.hip_pack0 = tmpvar_44;
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vec4 tmpvar_45;
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tmpvar_45 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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xlt_IN_39.hip_screen = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = frag_surf (xlt_IN_39);
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vec4 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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xl_retval_40 = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = xl_retval_40.xyzw;
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vec4 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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gl_FragData[0] = tmpvar_50;
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}
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