mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
112 lines
3.7 KiB
Text
112 lines
3.7 KiB
Text
uniform vec4 _CameraPosition;
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uniform vec3 _CameraRight;
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uniform vec3 _CameraUp;
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uniform mat4 _LightMatrix0;
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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec4 _WaveAndDistance;
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uniform vec4 _WavingTint;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec4 unity_Scale;
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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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{
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vec4 pos_1;
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pos_1 = gl_Vertex;
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vec2 offset_2;
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offset_2 = TANGENT.xy;
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vec3 grasspos_3;
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grasspos_3 = (gl_Vertex.xyz - _CameraPosition.xyz);
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float tmpvar_4;
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tmpvar_4 = dot (grasspos_3, grasspos_3);
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if ((tmpvar_4 > _WaveAndDistance.w)) {
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offset_2 = vec2(0.0, 0.0);
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};
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pos_1.xyz = (gl_Vertex.xyz + (offset_2.x * _CameraRight));
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pos_1.xyz = (pos_1.xyz + (offset_2.y * _CameraUp));
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vec4 vertex_5;
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vertex_5.yw = pos_1.yw;
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vec4 outColor_6;
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vec3 waveMove_7;
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float lighting_8;
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vec4 s_9;
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vec4 waves_10;
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waveMove_7.y = 0.0;
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waves_10 = (pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y));
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waves_10 = (waves_10 + (pos_1.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y)));
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waves_10 = (waves_10 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)));
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vec4 tmpvar_11;
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tmpvar_11 = fract(waves_10);
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waves_10 = tmpvar_11;
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vec4 val_12;
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vec4 s_13;
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vec4 r2_14;
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vec4 r1_15;
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vec4 r5_16;
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val_12 = ((tmpvar_11 * 6.40885) - 3.14159);
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r5_16 = (val_12 * val_12);
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r1_15 = (r5_16 * val_12);
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r2_14 = (r1_15 * r5_16);
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s_13 = (((val_12 +
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(r1_15 * -0.161616)
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) + (r2_14 * 0.0083333)) + ((r2_14 * r5_16) * -0.00019841));
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s_9 = (s_13 * s_13);
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s_9 = (s_9 * s_9);
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lighting_8 = (dot (s_9, vec4(0.6741998, 0.6741998, 0.2696799, 0.13484)) * 0.7);
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s_9 = (s_9 * TANGENT.y);
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waveMove_7.x = dot (s_9, vec4(0.024, 0.04, -0.12, 0.096));
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waveMove_7.z = dot (s_9, vec4(0.006, 0.02, -0.02, 0.1));
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vertex_5.xz = (pos_1.xz - (waveMove_7.xz * _WaveAndDistance.z));
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outColor_6.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3(lighting_8))) * 2.0);
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outColor_6.w = 1.0;
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vec4 pos_17;
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pos_17 = (gl_ModelViewProjectionMatrix * vertex_5);
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mat3 tmpvar_18;
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tmpvar_18[0] = _Object2World[0].xyz;
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tmpvar_18[1] = _Object2World[1].xyz;
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tmpvar_18[2] = _Object2World[2].xyz;
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gl_Position = pos_17;
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vec4 tmpvar_19;
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tmpvar_19.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_19.x = pos_17.z;
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xlv_FOG = tmpvar_19;
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vec4 tmpvar_20;
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tmpvar_20.zw = vec2(0.0, 0.0);
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tmpvar_20.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_20;
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gl_FrontColor = outColor_6;
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vec4 tmpvar_21;
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tmpvar_21.w = 0.0;
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tmpvar_21.xyz = (tmpvar_18 * (gl_Normal * unity_Scale.w));
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gl_TexCoord[1] = tmpvar_21;
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vec4 tmpvar_22;
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tmpvar_22.w = 0.0;
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tmpvar_22.xyz = (_WorldSpaceLightPos0.xyz - (_Object2World * vertex_5).xyz);
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gl_TexCoord[2] = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23.w = 0.0;
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tmpvar_23.xyz = (_LightMatrix0 * (_Object2World * vertex_5)).xyz;
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gl_TexCoord[3] = tmpvar_23;
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}
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// stats: 56 alu 0 tex 1 flow
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// inputs: 5
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Color (high float) 4x1 [-1] loc 3
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// #2: gl_Normal (high float) 3x1 [-1] loc 2
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// #3: gl_Vertex (high float) 4x1 [-1] loc 0
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// #4: TANGENT (high float) 4x1 [-1]
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// uniforms: 11 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _CameraPosition (high float) 4x1 [-1]
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// #2: _CameraRight (high float) 3x1 [-1]
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// #3: _CameraUp (high float) 3x1 [-1]
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// #4: _LightMatrix0 (high float) 4x4 [-1]
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// #5: _MainTex_ST (high float) 4x1 [-1]
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// #6: _Object2World (high float) 4x4 [-1]
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// #7: _WaveAndDistance (high float) 4x1 [-1]
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// #8: _WavingTint (high float) 4x1 [-1]
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// #9: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #10: unity_Scale (high float) 4x1 [-1]
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