mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
73 lines
1.9 KiB
Text
73 lines
1.9 KiB
Text
float xll_saturate( float x) {
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return clamp( x, 0.0, 1.0);
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}
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vec2 xll_saturate( vec2 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec3 xll_saturate( vec3 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec4 xll_saturate( vec4 x) {
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return clamp( x, 0.0, 1.0);
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}
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mat2 xll_saturate(mat2 m) {
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return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
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}
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mat3 xll_saturate(mat3 m) {
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return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
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}
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mat4 xll_saturate(mat4 m) {
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return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
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}
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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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uniform vec4 _BlurOffsets[8];
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uniform sampler2D _MainTex;
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uniform vec4 unity_ShadowBlurParams;
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vec4 frag( in v2f_img i );
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vec4 frag( in v2f_img i ) {
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vec4 coord;
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vec4 mask;
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float dist;
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float radius;
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float diffTolerance;
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int i_1 = 0;
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vec4 sample;
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float sampleDist;
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float diff;
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float shadow;
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coord = vec4( i.uv, 0.000000, 0.000000);
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mask = texture2D( _MainTex, coord.xy );
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dist = (mask.z + (mask.w / 255.000));
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radius = xll_saturate( (unity_ShadowBlurParams.y / (1.00000 - dist)) );
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diffTolerance = unity_ShadowBlurParams.x ;
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mask.xy *= diffTolerance;
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for ( ; (i_1 < 8); ( i_1++ )) {
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sample = texture2D( _MainTex, (coord + (radius * _BlurOffsets[ i_1 ])).xy );
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sampleDist = (sample.z + (sample.w / 255.000));
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diff = (dist - sampleDist);
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diff = xll_saturate( (diffTolerance - abs( diff )) );
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mask.xy += (diff * sample.xy );
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}
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shadow = (mask.x / mask.y );
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return vec4( shadow);
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}
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void main() {
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vec4 xl_retval;
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v2f_img xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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