mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
89 lines
2.7 KiB
Text
89 lines
2.7 KiB
Text
uniform sampler2D _CameraDepthTexture;
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uniform highp vec4 _LightShadowData;
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uniform highp vec4 _LightSplitsFar;
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uniform highp vec4 _LightSplitsNear;
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uniform sampler2D _ShadowMapTexture;
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uniform highp mat4 _View2Shadow;
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uniform highp mat4 _View2Shadow1;
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uniform highp mat4 _View2Shadow2;
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uniform highp mat4 _View2Shadow3;
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uniform highp vec4 _ZBufferParams;
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varying highp vec2 xlv_TEXCOORD0;
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varying highp vec3 xlv_TEXCOORD1;
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void main ()
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{
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mediump vec4 tmpvar_1;
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highp vec4 res_2;
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highp float depth_3;
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lowp vec4 tmpvar_4;
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tmpvar_4 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0);
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depth_3 = tmpvar_4.x;
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highp float tmpvar_5;
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tmpvar_5 = (1.0/(((_ZBufferParams.x * depth_3) + _ZBufferParams.y)));
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depth_3 = tmpvar_5;
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highp vec4 tmpvar_6;
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tmpvar_6.w = 1.0;
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tmpvar_6.xyz = (xlv_TEXCOORD1 * tmpvar_5);
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mediump float shadow_7;
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highp vec4 weights_8;
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highp vec4 far_9;
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highp vec4 near_10;
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bvec4 tmpvar_11;
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tmpvar_11 = greaterThanEqual (tmpvar_6.zzzz, _LightSplitsNear);
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lowp vec4 tmpvar_12;
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tmpvar_12 = vec4(tmpvar_11);
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near_10 = tmpvar_12;
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bvec4 tmpvar_13;
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tmpvar_13 = lessThan (tmpvar_6.zzzz, _LightSplitsFar);
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lowp vec4 tmpvar_14;
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tmpvar_14 = vec4(tmpvar_13);
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far_9 = tmpvar_14;
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weights_8 = (near_10 * far_9);
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highp vec4 tmpvar_15;
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tmpvar_15.w = 1.0;
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tmpvar_15.xyz = (((
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((_View2Shadow * tmpvar_6).xyz * weights_8.x)
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+
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((_View2Shadow1 * tmpvar_6).xyz * weights_8.y)
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) + (
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(_View2Shadow2 * tmpvar_6)
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.xyz * weights_8.z)) + ((_View2Shadow3 * tmpvar_6).xyz * weights_8.w));
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lowp vec4 tmpvar_16;
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tmpvar_16 = texture2D (_ShadowMapTexture, tmpvar_15.xy);
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highp float tmpvar_17;
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if ((tmpvar_16.x < tmpvar_15.z)) {
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tmpvar_17 = _LightShadowData.x;
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} else {
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tmpvar_17 = 1.0;
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};
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shadow_7 = tmpvar_17;
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res_2.x = shadow_7;
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res_2.y = 1.0;
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highp vec2 enc_18;
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enc_18 = (vec2(1.0, 255.0) * (1.0 - tmpvar_5));
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highp vec2 tmpvar_19;
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tmpvar_19 = fract(enc_18);
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enc_18.y = tmpvar_19.y;
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enc_18.x = (tmpvar_19.x - (tmpvar_19.y * 0.00392157));
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res_2.zw = enc_18;
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tmpvar_1 = res_2;
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gl_FragData[0] = tmpvar_1;
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}
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// stats: 30 alu 2 tex 1 flow
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// inputs: 2
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// #0: xlv_TEXCOORD0 (high float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
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// uniforms: 8 (total size: 0)
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// #0: _LightShadowData (high float) 4x1 [-1]
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// #1: _LightSplitsFar (high float) 4x1 [-1]
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// #2: _LightSplitsNear (high float) 4x1 [-1]
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// #3: _View2Shadow (high float) 4x4 [-1]
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// #4: _View2Shadow1 (high float) 4x4 [-1]
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// #5: _View2Shadow2 (high float) 4x4 [-1]
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// #6: _View2Shadow3 (high float) 4x4 [-1]
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// #7: _ZBufferParams (high float) 4x1 [-1]
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// textures: 2
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// #0: _CameraDepthTexture (low 2d) 0x0 [-1]
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// #1: _ShadowMapTexture (low 2d) 0x0 [-1]
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