mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
91 lines
3 KiB
Text
91 lines
3 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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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 v2f {
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vec4 pos;
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vec2 uv;
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vec3 color;
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vec3 backContrib;
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vec3 nl;
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vec3 nh;
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};
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uniform vec3 _TerrainTreeLightDirections[4];
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uniform float _TranslucencyViewDependency;
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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 unity_Scale;
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vec3 ObjSpaceViewDir( in vec4 v );
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void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent );
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v2f vert( in appdata_full v );
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vec3 ObjSpaceViewDir( in vec4 v ) {
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vec3 objSpaceCameraPos;
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objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
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return (objSpaceCameraPos - v.xyz );
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}
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void ExpandBillboard( in mat4 mat, inout vec4 pos, inout vec3 normal, inout vec4 tangent ) {
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float isBillboard;
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vec3 norb;
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vec3 tanb;
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isBillboard = (1.00000 - abs( tangent.w ));
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norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) ));
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tanb = vec3( normalize( ( vec4( tangent.xyz , 0.000000) * mat ) ));
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pos += (( vec4( normal.xy , 0.000000, 0.000000) * mat ) * isBillboard);
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normal = mix( normal, norb, vec3( isBillboard));
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tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard));
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}
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v2f vert( in appdata_full v ) {
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v2f o;
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vec3 viewDir;
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int j = 0;
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vec3 lightDir;
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float nl;
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float backContrib;
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vec3 h;
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float nh;
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ExpandBillboard( gl_ModelViewMatrixInverseTranspose, v.vertex, v.normal, v.tangent);
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o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
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o.uv = v.texcoord.xy ;
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viewDir = normalize( ObjSpaceViewDir( v.vertex) );
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for ( ; (j < 3); ( j++ )) {
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lightDir = _TerrainTreeLightDirections[ j ];
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nl = dot( v.normal, lightDir);
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backContrib = xll_saturate( dot( viewDir, ( -lightDir )) );
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backContrib = mix( xll_saturate( ( -nl ) ), backContrib, _TranslucencyViewDependency);
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o.backContrib[ j ] = (backContrib * 2.00000);
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nl = max( 0.000000, ((nl * 0.600000) + 0.400000));
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o.nl[ j ] = nl;
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h = normalize( (lightDir + viewDir) );
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nh = max( 0.000000, dot( v.normal, h));
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o.nh[ j ] = nh;
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}
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o.color = vec3( v.color.w );
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return o;
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}
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attribute vec4 TANGENT;
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void main() {
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v2f xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
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xlt_v.color = vec4( gl_Color);
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xl_retval = vert( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
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gl_TexCoord[1] = vec4( xl_retval.color, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.backContrib, 0.0);
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gl_TexCoord[3] = vec4( xl_retval.nl, 0.0);
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gl_TexCoord[4] = vec4( xl_retval.nh, 0.0);
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}
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