mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
79 lines
2.3 KiB
Text
79 lines
2.3 KiB
Text
struct v2f_vertex_lit {
|
|
vec2 uv;
|
|
vec4 diff;
|
|
vec4 spec;
|
|
};
|
|
struct v2f_img {
|
|
vec4 pos;
|
|
vec2 uv;
|
|
};
|
|
struct appdata_img {
|
|
vec4 vertex;
|
|
vec2 texcoord;
|
|
};
|
|
struct v2f {
|
|
vec4 pos;
|
|
float fog;
|
|
vec2 uv;
|
|
vec2 uv2;
|
|
vec3 I;
|
|
vec3 TtoW0;
|
|
vec3 TtoW1;
|
|
vec3 TtoW2;
|
|
};
|
|
struct appdata_tan {
|
|
vec4 vertex;
|
|
vec4 tangent;
|
|
vec3 normal;
|
|
vec4 texcoord;
|
|
};
|
|
uniform vec4 _BumpMap_ST;
|
|
uniform vec4 _MainTex_ST;
|
|
uniform mat4 _Object2World;
|
|
uniform vec3 _WorldSpaceCameraPos;
|
|
|
|
uniform vec4 unity_Scale;
|
|
vec3 WorldSpaceViewDir( in vec4 v );
|
|
void PositionFog( in vec4 v, out vec4 pos, out float fog );
|
|
v2f vert( in appdata_tan v );
|
|
vec3 WorldSpaceViewDir( in vec4 v ) {
|
|
return (_WorldSpaceCameraPos.xyz - ( _Object2World * v ).xyz );
|
|
}
|
|
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
|
|
pos = ( gl_ModelViewProjectionMatrix * v );
|
|
fog = pos.z ;
|
|
}
|
|
v2f vert( in appdata_tan v ) {
|
|
v2f o;
|
|
vec3 binormal;
|
|
mat3 rotation;
|
|
PositionFog( v.vertex, o.pos, o.fog);
|
|
o.uv = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
|
|
o.uv2 = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
|
|
o.I = ( -WorldSpaceViewDir( v.vertex) );
|
|
binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
|
|
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 );
|
|
o.TtoW0 = ( rotation * (_Object2World[ 0 ].xyz * unity_Scale.w ) );
|
|
o.TtoW1 = ( rotation * (_Object2World[ 1 ].xyz * unity_Scale.w ) );
|
|
o.TtoW2 = ( rotation * (_Object2World[ 2 ].xyz * unity_Scale.w ) );
|
|
return o;
|
|
}
|
|
attribute vec4 TANGENT;
|
|
varying vec4 xlv_FOG;
|
|
void main() {
|
|
v2f xl_retval;
|
|
appdata_tan xlt_v;
|
|
xlt_v.vertex = vec4( gl_Vertex);
|
|
xlt_v.tangent = vec4( TANGENT);
|
|
xlt_v.normal = vec3( gl_Normal);
|
|
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
|
|
xl_retval = vert( xlt_v);
|
|
gl_Position = vec4( xl_retval.pos);
|
|
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
|
|
gl_TexCoord[0] = vec4( xl_retval.uv, 0.0, 0.0);
|
|
gl_TexCoord[1] = vec4( xl_retval.uv2, 0.0, 0.0);
|
|
gl_TexCoord[2] = vec4( xl_retval.I, 0.0);
|
|
gl_TexCoord[3] = vec4( xl_retval.TtoW0, 0.0);
|
|
gl_TexCoord[4] = vec4( xl_retval.TtoW1, 0.0);
|
|
gl_TexCoord[5] = vec4( xl_retval.TtoW2, 0.0);
|
|
}
|