mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
319 lines
6.6 KiB
Text
319 lines
6.6 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_BumpMap;
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vec3 viewDir;
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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 lightDir;
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vec4 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform float _RimPower;
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uniform vec4 _RimColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform sampler2D _BumpMap;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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vec4 UnpackNormal (
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in vec4 packednormal_33
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)
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{
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vec4 normal_34;
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vec2 tmpvar_35;
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tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0);
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normal_34.xy = tmpvar_35.xy.xy;
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float tmpvar_36;
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tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y)));
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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normal_34.z = vec3(tmpvar_37).z;
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return normal_34;
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}
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void surf (
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in Input IN_38,
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inout SurfaceOutput o_39
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)
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{
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float rim_40;
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vec4 tmpvar_41;
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tmpvar_41 = texture2D (_MainTex, IN_38.uv_BumpMap);
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vec3 tmpvar_42;
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tmpvar_42 = tmpvar_41.xyz;
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o_39.Albedo = tmpvar_42;
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vec4 tmpvar_43;
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tmpvar_43 = texture2D (_BumpMap, IN_38.uv_BumpMap);
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vec4 tmpvar_44;
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tmpvar_44 = UnpackNormal (tmpvar_43);
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vec3 tmpvar_45;
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tmpvar_45 = tmpvar_44.xyz;
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vec3 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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o_39.Normal = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = normalize (IN_38.viewDir);
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float tmpvar_48;
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tmpvar_48 = dot (tmpvar_47, o_39.Normal);
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float tmpvar_49;
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tmpvar_49 = xll_saturate (tmpvar_48);
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float tmpvar_50;
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tmpvar_50 = (1.0 - tmpvar_49);
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rim_40 = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = pow (rim_40, _RimPower);
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vec3 tmpvar_52;
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tmpvar_52 = (_RimColor.xyz * tmpvar_51);
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o_39.Emission = tmpvar_52;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_53
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)
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{
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vec4 tmpvar_54;
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tmpvar_54 = texture2D (_LightTexture0, ((LightCoord_53.xy / LightCoord_53.w) + 0.5));
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return tmpvar_54.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_55
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)
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{
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float tmpvar_56;
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tmpvar_56 = dot (LightCoord_55, LightCoord_55);
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vec2 tmpvar_57;
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tmpvar_57 = vec2(tmpvar_56);
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vec2 tmpvar_58;
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tmpvar_58 = tmpvar_57.xy;
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vec4 tmpvar_59;
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tmpvar_59 = texture2D (_LightTextureB0, tmpvar_58);
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return tmpvar_59.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_60,
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in vec3 lightDir_61,
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in float atten_62
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)
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{
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vec4 c_63;
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float diff_64;
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float tmpvar_65;
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tmpvar_65 = dot (s_60.Normal, lightDir_61);
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float tmpvar_66;
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tmpvar_66 = max (0.0, tmpvar_65);
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float tmpvar_67;
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tmpvar_67 = tmpvar_66;
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diff_64 = tmpvar_67;
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vec3 tmpvar_68;
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tmpvar_68 = ((s_60.Albedo * _LightColor0.xyz) * ((diff_64 * atten_62) * 2.0));
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c_63.xyz = tmpvar_68.xyz.xyz;
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float tmpvar_69;
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tmpvar_69 = s_60.Alpha;
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c_63.w = vec4(tmpvar_69).w;
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return c_63;
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}
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vec4 frag_surf (
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in v2f_surf IN_70
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)
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{
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vec4 c_71;
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vec3 lightDir_72;
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SurfaceOutput o_73;
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Input surfIN_74;
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vec2 tmpvar_75;
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tmpvar_75 = IN_70.hip_pack0.xy;
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surfIN_74.uv_BumpMap = tmpvar_75;
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vec3 tmpvar_76;
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tmpvar_76 = vec3(0.0, 0.0, 0.0);
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o_73.Albedo = tmpvar_76;
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vec3 tmpvar_77;
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tmpvar_77 = vec3(0.0, 0.0, 0.0);
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o_73.Emission = tmpvar_77;
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float tmpvar_78;
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tmpvar_78 = 0.0;
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o_73.Specular = tmpvar_78;
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float tmpvar_79;
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tmpvar_79 = 0.0;
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o_73.Alpha = tmpvar_79;
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float tmpvar_80;
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tmpvar_80 = 0.0;
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o_73.Gloss = tmpvar_80;
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surf (surfIN_74, o_73);
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vec3 tmpvar_81;
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tmpvar_81 = IN_70.lightDir;
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lightDir_72 = tmpvar_81;
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vec3 tmpvar_82;
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tmpvar_82 = normalize (lightDir_72);
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vec3 tmpvar_83;
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tmpvar_83 = tmpvar_82;
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lightDir_72 = tmpvar_83;
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float tmpvar_84;
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tmpvar_84 = UnitySpotCookie (IN_70._LightCoord);
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float tmpvar_85;
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tmpvar_85 = UnitySpotAttenuate (IN_70._LightCoord.xyz);
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vec4 tmpvar_86;
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tmpvar_86 = LightingLambert (o_73, lightDir_72, ((float((IN_70._LightCoord.z > 0.0)) * tmpvar_84) * tmpvar_85));
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vec4 tmpvar_87;
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tmpvar_87 = tmpvar_86;
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c_71 = tmpvar_87;
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float tmpvar_88;
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tmpvar_88 = 0.0;
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c_71.w = vec4(tmpvar_88).w;
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return c_71;
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}
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void main ()
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{
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v2f_surf xlt_IN_89;
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vec4 xl_retval_90;
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vec4 tmpvar_91;
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tmpvar_91 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_89.pos = tmpvar_91;
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float tmpvar_92;
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tmpvar_92 = xlv_FOG.x;
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xlt_IN_89.fog = tmpvar_92;
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vec2 tmpvar_93;
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tmpvar_93 = gl_TexCoord[0].xy;
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vec2 tmpvar_94;
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tmpvar_94 = tmpvar_93;
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xlt_IN_89.hip_pack0 = tmpvar_94;
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vec3 tmpvar_95;
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tmpvar_95 = gl_TexCoord[1].xyz;
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vec3 tmpvar_96;
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tmpvar_96 = tmpvar_95;
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xlt_IN_89.lightDir = tmpvar_96;
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vec4 tmpvar_97;
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tmpvar_97 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_98;
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tmpvar_98 = tmpvar_97;
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xlt_IN_89._LightCoord = tmpvar_98;
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vec4 tmpvar_99;
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tmpvar_99 = frag_surf (xlt_IN_89);
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vec4 tmpvar_100;
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tmpvar_100 = tmpvar_99;
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xl_retval_90 = tmpvar_100;
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vec4 tmpvar_101;
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tmpvar_101 = xl_retval_90.xyzw;
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vec4 tmpvar_102;
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tmpvar_102 = tmpvar_101;
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gl_FragData[0] = tmpvar_102;
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}
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