mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 03:47:07 -05:00
79 lines
2.3 KiB
Text
79 lines
2.3 KiB
Text
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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struct v2f {
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vec4 pos;
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float fog;
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vec2 uv;
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vec2 uv2;
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vec3 I;
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vec3 TtoW0;
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vec3 TtoW1;
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vec3 TtoW2;
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};
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struct appdata_tan {
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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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};
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uniform vec4 _BumpMap_ST;
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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 unity_Scale;
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vec3 WorldSpaceViewDir( in vec4 v );
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void PositionFog( in vec4 v, out vec4 pos, out float fog );
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v2f vert( in appdata_tan v );
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vec3 WorldSpaceViewDir( in vec4 v ) {
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return (_WorldSpaceCameraPos.xyz - ( _Object2World * v ).xyz );
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}
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void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
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pos = ( gl_ModelViewProjectionMatrix * v );
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fog = pos.z ;
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}
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v2f vert( in appdata_tan v ) {
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v2f o;
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vec3 binormal;
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mat3 rotation;
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PositionFog( v.vertex, o.pos, o.fog);
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o.uv = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
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o.uv2 = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
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o.I = ( -WorldSpaceViewDir( v.vertex) );
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binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
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rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
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o.TtoW0 = ( rotation * (_Object2World[ 0 ].xyz * unity_Scale.w ) );
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o.TtoW1 = ( rotation * (_Object2World[ 1 ].xyz * unity_Scale.w ) );
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o.TtoW2 = ( rotation * (_Object2World[ 2 ].xyz * unity_Scale.w ) );
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return o;
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}
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attribute vec4 TANGENT;
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varying vec4 xlv_FOG;
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void main() {
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v2f xl_retval;
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appdata_tan 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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xl_retval = vert( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
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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.uv2, 0.0, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.I, 0.0);
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gl_TexCoord[3] = vec4( xl_retval.TtoW0, 0.0);
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gl_TexCoord[4] = vec4( xl_retval.TtoW1, 0.0);
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gl_TexCoord[5] = vec4( xl_retval.TtoW2, 0.0);
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}
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