mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
192 lines
4 KiB
Text
192 lines
4 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 normal;
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vec3 vlight;
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vec4 _ShadowCoord;
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};
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varying vec4 xlv_FOG;
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uniform vec4 _WorldSpaceLightPos0;
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uniform sampler2D _ShadowMapTexture;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform float _Cutoff;
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void xll_clip (
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in float x_1
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)
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{
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if ((x_1 < 0.0)) {
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discard;
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};
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}
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float unitySampleShadow (
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in vec4 shadowCoord_2
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)
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{
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float shadow_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2DProj (_ShadowMapTexture, shadowCoord_2);
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float tmpvar_5;
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tmpvar_5 = tmpvar_4.x;
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shadow_3 = tmpvar_5;
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return shadow_3;
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}
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void surf (
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in Input IN_6,
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inout SurfaceOutput o_7
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)
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{
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vec4 c_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * IN_6.color);
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c_8 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = c_8.xyz;
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o_7.Albedo = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = c_8.w;
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o_7.Alpha = tmpvar_12;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_13,
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in vec3 lightDir_14,
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in float atten_15
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)
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{
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vec4 c_16;
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float diff_17;
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float tmpvar_18;
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tmpvar_18 = dot (s_13.Normal, lightDir_14);
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float tmpvar_19;
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tmpvar_19 = max (0.0, tmpvar_18);
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float tmpvar_20;
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tmpvar_20 = tmpvar_19;
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diff_17 = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = ((s_13.Albedo * _LightColor0.xyz) * ((diff_17 * atten_15) * 2.0));
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c_16.xyz = tmpvar_21.xyz.xyz;
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float tmpvar_22;
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tmpvar_22 = s_13.Alpha;
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c_16.w = vec4(tmpvar_22).w;
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return c_16;
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}
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vec4 frag_surf (
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in v2f_surf IN_23
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)
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{
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vec4 c_24;
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float atten_25;
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SurfaceOutput o_26;
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Input surfIN_27;
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vec2 tmpvar_28;
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tmpvar_28 = IN_23.hip_pack0.xy;
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surfIN_27.uv_MainTex = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = IN_23.lop_color;
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surfIN_27.color = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = vec3(0.0, 0.0, 0.0);
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o_26.Albedo = tmpvar_30;
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vec3 tmpvar_31;
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tmpvar_31 = vec3(0.0, 0.0, 0.0);
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o_26.Emission = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = 0.0;
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o_26.Specular = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = 0.0;
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o_26.Alpha = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = 0.0;
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o_26.Gloss = tmpvar_34;
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vec3 tmpvar_35;
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tmpvar_35 = IN_23.normal;
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o_26.Normal = tmpvar_35;
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surf (surfIN_27, o_26);
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xll_clip ((o_26.Alpha - _Cutoff));
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float tmpvar_36;
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tmpvar_36 = unitySampleShadow (IN_23._ShadowCoord);
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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atten_25 = tmpvar_37;
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vec4 tmpvar_38;
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tmpvar_38 = LightingLambert (o_26, _WorldSpaceLightPos0.xyz, atten_25);
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vec4 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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c_24 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = (c_24.xyz + (o_26.Albedo * IN_23.vlight));
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c_24.xyz = tmpvar_40.xyz.xyz;
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float tmpvar_41;
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tmpvar_41 = o_26.Alpha;
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c_24.w = vec4(tmpvar_41).w;
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return c_24;
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}
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void main ()
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{
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v2f_surf xlt_IN_42;
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vec4 xl_retval_43;
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vec4 tmpvar_44;
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tmpvar_44 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_42.pos = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = xlv_FOG.x;
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xlt_IN_42.fog = tmpvar_45;
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vec2 tmpvar_46;
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tmpvar_46 = gl_TexCoord[0].xy;
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vec2 tmpvar_47;
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tmpvar_47 = tmpvar_46;
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xlt_IN_42.hip_pack0 = tmpvar_47;
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vec4 tmpvar_48;
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tmpvar_48 = gl_Color.xyzw;
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vec4 tmpvar_49;
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tmpvar_49 = tmpvar_48;
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xlt_IN_42.lop_color = tmpvar_49;
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vec3 tmpvar_50;
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tmpvar_50 = gl_TexCoord[1].xyz;
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vec3 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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xlt_IN_42.normal = tmpvar_51;
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vec3 tmpvar_52;
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tmpvar_52 = gl_TexCoord[2].xyz;
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vec3 tmpvar_53;
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tmpvar_53 = tmpvar_52;
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xlt_IN_42.vlight = tmpvar_53;
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vec4 tmpvar_54;
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tmpvar_54 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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xlt_IN_42._ShadowCoord = tmpvar_55;
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vec4 tmpvar_56;
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tmpvar_56 = frag_surf (xlt_IN_42);
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vec4 tmpvar_57;
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tmpvar_57 = tmpvar_56;
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xl_retval_43 = tmpvar_57;
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vec4 tmpvar_58;
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tmpvar_58 = xl_retval_43.xyzw;
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vec4 tmpvar_59;
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tmpvar_59 = tmpvar_58;
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gl_FragData[0] = tmpvar_59;
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}
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