mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
253 lines
5.8 KiB
Text
253 lines
5.8 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 worldRefl;
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vec3 TtoW0;
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vec3 TtoW1;
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vec3 TtoW2;
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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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vec4 hip_screen;
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vec4 TtoW0;
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vec4 TtoW1;
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vec4 TtoW2;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform vec4 _ReflectColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform samplerCube _Cube;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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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 reflcol_8;
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vec3 worldRefl_9;
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vec4 c_10;
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vec4 tex_11;
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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tex_11 = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = (tex_11 * _Color);
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c_10 = tmpvar_14;
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vec3 tmpvar_15;
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tmpvar_15 = c_10.xyz;
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o_7.Albedo = tmpvar_15;
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float tmpvar_16;
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tmpvar_16 = tex_11.w;
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o_7.Gloss = tmpvar_16;
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float tmpvar_17;
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tmpvar_17 = _Shininess;
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o_7.Specular = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = texture2D (_BumpMap, IN_6.uv_BumpMap);
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vec4 tmpvar_19;
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tmpvar_19 = UnpackNormal (tmpvar_18);
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_19.xyz;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_20;
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o_7.Normal = tmpvar_21;
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float tmpvar_22;
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tmpvar_22 = dot (IN_6.TtoW0, o_7.Normal);
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float tmpvar_23;
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tmpvar_23 = dot (IN_6.TtoW1, o_7.Normal);
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float tmpvar_24;
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tmpvar_24 = dot (IN_6.TtoW2, o_7.Normal);
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vec3 tmpvar_25;
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tmpvar_25.x = tmpvar_22;
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tmpvar_25.y = tmpvar_23;
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tmpvar_25.z = tmpvar_24;
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vec3 tmpvar_26;
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tmpvar_26 = reflect (IN_6.worldRefl, tmpvar_25);
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vec3 tmpvar_27;
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tmpvar_27 = tmpvar_26;
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worldRefl_9 = tmpvar_27;
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vec4 tmpvar_28;
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tmpvar_28 = textureCube (_Cube, worldRefl_9);
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_28;
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reflcol_8 = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = (reflcol_8 * tex_11.w);
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reflcol_8 = tmpvar_30;
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vec3 tmpvar_31;
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tmpvar_31 = (reflcol_8.xyz * _ReflectColor.xyz);
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o_7.Emission = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = (reflcol_8.w * _ReflectColor.w);
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o_7.Alpha = tmpvar_32;
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}
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vec4 LightingBlinnPhong_PrePass (
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in SurfaceOutput s_33,
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in vec4 light_34
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)
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{
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vec4 c_35;
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float spec_36;
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float tmpvar_37;
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tmpvar_37 = (light_34.w * s_33.Gloss);
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spec_36 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = ((s_33.Albedo * light_34.xyz) + ((light_34.xyz * _SpecColor.xyz) * spec_36));
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c_35.xyz = tmpvar_38.xyz.xyz;
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float tmpvar_39;
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tmpvar_39 = (s_33.Alpha + (spec_36 * _SpecColor.w));
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c_35.w = vec4(tmpvar_39).w;
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return c_35;
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}
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vec4 frag_surf (
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in v2f_surf IN_40
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)
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{
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vec4 col_41;
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vec4 light_42;
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SurfaceOutput o_43;
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Input surfIN_44;
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vec2 tmpvar_45;
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tmpvar_45 = IN_40.hip_pack0.xy;
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surfIN_44.uv_MainTex = tmpvar_45;
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vec2 tmpvar_46;
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tmpvar_46 = IN_40.hip_pack0.zw;
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surfIN_44.uv_BumpMap = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47.x = IN_40.TtoW0.w;
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tmpvar_47.y = IN_40.TtoW1.w;
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tmpvar_47.z = IN_40.TtoW2.w;
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vec3 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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surfIN_44.worldRefl = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = IN_40.TtoW0.xyz;
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surfIN_44.TtoW0 = tmpvar_49;
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vec3 tmpvar_50;
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tmpvar_50 = IN_40.TtoW1.xyz;
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surfIN_44.TtoW1 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = IN_40.TtoW2.xyz;
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surfIN_44.TtoW2 = tmpvar_51;
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vec3 tmpvar_52;
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tmpvar_52 = vec3(0.0, 0.0, 0.0);
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o_43.Albedo = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = vec3(0.0, 0.0, 0.0);
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o_43.Emission = tmpvar_53;
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float tmpvar_54;
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tmpvar_54 = 0.0;
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o_43.Specular = tmpvar_54;
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float tmpvar_55;
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tmpvar_55 = 0.0;
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o_43.Alpha = tmpvar_55;
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float tmpvar_56;
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tmpvar_56 = 0.0;
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o_43.Gloss = tmpvar_56;
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surf (surfIN_44, o_43);
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vec4 tmpvar_57;
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tmpvar_57 = texture2DProj (_LightBuffer, IN_40.hip_screen);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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light_42 = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = log2 (light_42);
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vec4 tmpvar_60;
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tmpvar_60 = -(tmpvar_59);
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light_42 = tmpvar_60;
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vec3 tmpvar_61;
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tmpvar_61 = (light_42.xyz + unity_Ambient.xyz);
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light_42.xyz = tmpvar_61.xyz.xyz;
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vec4 tmpvar_62;
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tmpvar_62 = LightingBlinnPhong_PrePass (o_43, light_42);
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vec4 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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col_41 = tmpvar_63;
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vec3 tmpvar_64;
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tmpvar_64 = (col_41.xyz + o_43.Emission);
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col_41.xyz = tmpvar_64.xyz.xyz;
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return col_41;
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}
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void main ()
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{
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v2f_surf xlt_IN_65;
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vec4 xl_retval_66;
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vec4 tmpvar_67;
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tmpvar_67 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_65.pos = tmpvar_67;
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float tmpvar_68;
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tmpvar_68 = xlv_FOG.x;
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xlt_IN_65.fog = tmpvar_68;
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vec4 tmpvar_69;
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tmpvar_69 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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xlt_IN_65.hip_pack0 = tmpvar_70;
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vec4 tmpvar_71;
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tmpvar_71 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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xlt_IN_65.hip_screen = tmpvar_72;
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vec4 tmpvar_73;
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tmpvar_73 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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xlt_IN_65.TtoW0 = tmpvar_74;
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vec4 tmpvar_75;
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tmpvar_75 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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xlt_IN_65.TtoW1 = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = gl_TexCoord[4].xyzw;
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vec4 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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xlt_IN_65.TtoW2 = tmpvar_78;
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vec4 tmpvar_79;
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tmpvar_79 = frag_surf (xlt_IN_65);
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vec4 tmpvar_80;
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tmpvar_80 = tmpvar_79;
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xl_retval_66 = tmpvar_80;
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vec4 tmpvar_81;
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tmpvar_81 = xl_retval_66.xyzw;
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vec4 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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gl_FragData[0] = tmpvar_82;
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}
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