mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
362 lines
7.6 KiB
Text
362 lines
7.6 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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vec2 uv_BumpMap;
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vec3 viewDir;
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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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vec4 hip_pack0;
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vec3 viewDir;
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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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vec4 UnpackNormal (
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in vec4 packednormal_33
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)
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{
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vec4 normal_34;
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vec2 tmpvar_35;
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tmpvar_35 = ((packednormal_33.wy * 2.0) - 1.0);
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normal_34.xy = tmpvar_35.xy.xy;
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float tmpvar_36;
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tmpvar_36 = sqrt (((1.0 - (normal_34.x * normal_34.x)) - (normal_34.y * normal_34.y)));
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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normal_34.z = vec3(tmpvar_37).z;
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return normal_34;
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}
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vec2 ParallaxOffset (
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in float h_38,
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in float height_39,
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in vec3 viewDir_40
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)
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{
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vec3 v_41;
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float tmpvar_42;
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tmpvar_42 = ((h_38 * height_39) - (height_39 / 2.0));
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h_38 = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = normalize (viewDir_40);
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vec3 tmpvar_44;
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tmpvar_44 = tmpvar_43;
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v_41 = tmpvar_44;
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float tmpvar_45;
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tmpvar_45 = (v_41.z + 0.42);
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v_41.z = vec3(tmpvar_45).z;
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return (h_38 * (v_41.xy / v_41.z));
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}
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void surf (
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in Input IN_46,
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inout SurfaceOutput o_47
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)
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{
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vec4 c_48;
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vec2 offset_49;
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float h_50;
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vec4 tmpvar_51;
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tmpvar_51 = texture2D (_ParallaxMap, IN_46.uv_BumpMap);
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float tmpvar_52;
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tmpvar_52 = tmpvar_51.w;
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h_50 = tmpvar_52;
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vec2 tmpvar_53;
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tmpvar_53 = ParallaxOffset (h_50, _Parallax, IN_46.viewDir);
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vec2 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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offset_49 = tmpvar_54;
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vec2 tmpvar_55;
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tmpvar_55 = (IN_46.uv_MainTex + offset_49);
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IN_46.uv_MainTex = tmpvar_55;
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vec2 tmpvar_56;
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tmpvar_56 = (IN_46.uv_BumpMap + offset_49);
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IN_46.uv_BumpMap = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = texture2D (_MainTex, IN_46.uv_MainTex);
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vec4 tmpvar_58;
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tmpvar_58 = (tmpvar_57 * _Color);
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c_48 = tmpvar_58;
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vec3 tmpvar_59;
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tmpvar_59 = c_48.xyz;
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o_47.Albedo = tmpvar_59;
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float tmpvar_60;
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tmpvar_60 = c_48.w;
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o_47.Alpha = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61 = texture2D (_BumpMap, IN_46.uv_BumpMap);
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vec4 tmpvar_62;
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tmpvar_62 = UnpackNormal (tmpvar_61);
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vec3 tmpvar_63;
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tmpvar_63 = tmpvar_62.xyz;
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vec3 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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o_47.Normal = tmpvar_64;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_65,
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in vec4 light_66
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)
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{
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vec4 c_67;
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vec3 tmpvar_68;
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tmpvar_68 = (s_65.Albedo * light_66.xyz);
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c_67.xyz = tmpvar_68.xyz.xyz;
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float tmpvar_69;
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tmpvar_69 = s_65.Alpha;
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c_67.w = vec4(tmpvar_69).w;
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return c_67;
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}
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vec3 DecodeLightmap (
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in vec4 color_70
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)
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{
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return (2.0 * color_70.xyz);
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}
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vec4 frag_surf (
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in v2f_surf IN_71
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)
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{
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vec4 col_72;
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vec3 lm_73;
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vec3 lmIndirect_74;
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vec3 lmFull_75;
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vec4 light_76;
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SurfaceOutput o_77;
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Input surfIN_78;
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vec2 tmpvar_79;
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tmpvar_79 = IN_71.hip_pack0.xy;
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surfIN_78.uv_MainTex = tmpvar_79;
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vec2 tmpvar_80;
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tmpvar_80 = IN_71.hip_pack0.zw;
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surfIN_78.uv_BumpMap = tmpvar_80;
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vec3 tmpvar_81;
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tmpvar_81 = IN_71.viewDir;
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surfIN_78.viewDir = tmpvar_81;
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vec3 tmpvar_82;
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tmpvar_82 = vec3(0.0, 0.0, 0.0);
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o_77.Albedo = tmpvar_82;
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vec3 tmpvar_83;
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tmpvar_83 = vec3(0.0, 0.0, 0.0);
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o_77.Emission = tmpvar_83;
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float tmpvar_84;
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tmpvar_84 = 0.0;
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o_77.Specular = tmpvar_84;
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float tmpvar_85;
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tmpvar_85 = 0.0;
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o_77.Alpha = tmpvar_85;
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float tmpvar_86;
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tmpvar_86 = 0.0;
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o_77.Gloss = tmpvar_86;
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surf (surfIN_78, o_77);
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vec4 tmpvar_87;
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tmpvar_87 = texture2DProj (_LightBuffer, IN_71.hip_screen);
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vec4 tmpvar_88;
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tmpvar_88 = tmpvar_87;
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light_76 = tmpvar_88;
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vec4 tmpvar_89;
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tmpvar_89 = log2 (light_76);
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vec4 tmpvar_90;
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tmpvar_90 = -(tmpvar_89);
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light_76 = tmpvar_90;
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vec4 tmpvar_91;
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tmpvar_91 = texture2D (unity_Lightmap, IN_71.hip_lmapFade.xy);
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vec3 tmpvar_92;
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tmpvar_92 = DecodeLightmap (tmpvar_91);
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vec3 tmpvar_93;
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tmpvar_93 = tmpvar_92;
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lmFull_75 = tmpvar_93;
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vec4 tmpvar_94;
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tmpvar_94 = texture2D (unity_LightmapInd, IN_71.hip_lmapFade.xy);
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vec3 tmpvar_95;
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tmpvar_95 = DecodeLightmap (tmpvar_94);
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vec3 tmpvar_96;
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tmpvar_96 = tmpvar_95;
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lmIndirect_74 = tmpvar_96;
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float tmpvar_97;
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tmpvar_97 = xll_saturate (IN_71.hip_lmapFade.z);
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vec3 tmpvar_98;
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tmpvar_98 = vec3(tmpvar_97);
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vec3 tmpvar_99;
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tmpvar_99 = mix (lmIndirect_74, lmFull_75, tmpvar_98);
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vec3 tmpvar_100;
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tmpvar_100 = tmpvar_99;
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lm_73 = tmpvar_100;
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vec3 tmpvar_101;
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tmpvar_101 = (light_76.xyz + lm_73);
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light_76.xyz = tmpvar_101.xyz.xyz;
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vec4 tmpvar_102;
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tmpvar_102 = LightingLambert_PrePass (o_77, light_76);
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vec4 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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col_72 = tmpvar_103;
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return col_72;
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}
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void main ()
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{
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v2f_surf xlt_IN_104;
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vec4 xl_retval_105;
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vec4 tmpvar_106;
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tmpvar_106 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_104.pos = tmpvar_106;
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float tmpvar_107;
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tmpvar_107 = xlv_FOG.x;
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xlt_IN_104.fog = tmpvar_107;
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vec4 tmpvar_108;
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tmpvar_108 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_109;
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tmpvar_109 = tmpvar_108;
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xlt_IN_104.hip_pack0 = tmpvar_109;
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vec3 tmpvar_110;
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tmpvar_110 = gl_TexCoord[1].xyz;
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vec3 tmpvar_111;
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tmpvar_111 = tmpvar_110;
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xlt_IN_104.viewDir = tmpvar_111;
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vec4 tmpvar_112;
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tmpvar_112 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_113;
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tmpvar_113 = tmpvar_112;
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xlt_IN_104.hip_screen = tmpvar_113;
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vec3 tmpvar_114;
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tmpvar_114 = gl_TexCoord[3].xyz;
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vec3 tmpvar_115;
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tmpvar_115 = tmpvar_114;
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xlt_IN_104.hip_lmapFade = tmpvar_115;
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vec4 tmpvar_116;
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tmpvar_116 = frag_surf (xlt_IN_104);
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vec4 tmpvar_117;
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tmpvar_117 = tmpvar_116;
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xl_retval_105 = tmpvar_117;
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vec4 tmpvar_118;
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tmpvar_118 = xl_retval_105.xyzw;
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vec4 tmpvar_119;
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tmpvar_119 = tmpvar_118;
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gl_FragData[0] = tmpvar_119;
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}
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