mirror of
https://github.com/scratchfoundation/bgfx.git
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47 lines
1.3 KiB
Text
47 lines
1.3 KiB
Text
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform sampler2D _ShadowMapTexture;
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uniform float _Shininess;
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uniform vec4 _SpecColor;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2].xyz;
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
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vec3 tmpvar_5;
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tmpvar_5 = (tmpvar_4.xyz * _Color.xyz);
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vec4 normal_6;
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normal_6.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 -
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(normal_6.x * normal_6.x)
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) - (normal_6.y * normal_6.y)));
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vec4 tmpvar_7;
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tmpvar_7 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]);
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vec4 c_8;
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float tmpvar_9;
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tmpvar_9 = (pow (max (0.0,
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dot (normal_6.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz))))
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), (_Shininess * 128.0)) * tmpvar_4.w);
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c_8.xyz = (((
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(tmpvar_5 * _LightColor0.xyz)
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*
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max (0.0, dot (normal_6.xyz, tmpvar_2))
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) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* tmpvar_9)) * (tmpvar_7.x * 2.0));
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c_8.w = ((tmpvar_4.w * _Color.w) + ((
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(_LightColor0.w * _SpecColor.w)
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* tmpvar_9) * tmpvar_7.x));
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c_3.w = c_8.w;
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c_3.xyz = (c_8.xyz + (tmpvar_5 * gl_TexCoord[3].xyz));
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gl_FragData[0] = c_3;
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}
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// inputs: 1, stats: 32 alu 3 tex 0 flow
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