mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
85 lines
2 KiB
Text
85 lines
2 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 SurfaceOutput {
|
|
vec3 Albedo;
|
|
vec3 Normal;
|
|
vec3 Emission;
|
|
float Specular;
|
|
float Gloss;
|
|
float Alpha;
|
|
};
|
|
struct Input {
|
|
vec2 uv_MainTex;
|
|
};
|
|
struct v2f_surf {
|
|
vec4 pos;
|
|
float fog;
|
|
vec3 normal;
|
|
vec3 lightDir;
|
|
vec3 _LightCoord;
|
|
};
|
|
struct appdata_full {
|
|
vec4 vertex;
|
|
vec4 tangent;
|
|
vec3 normal;
|
|
vec4 texcoord;
|
|
vec4 texcoord1;
|
|
vec4 color;
|
|
};
|
|
uniform vec4 _LightColor0;
|
|
uniform sampler2D _LightTexture0;
|
|
void surf( in Input IN, inout SurfaceOutput o );
|
|
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten );
|
|
vec4 frag_surf( in v2f_surf IN );
|
|
void surf( in Input IN, inout SurfaceOutput o ) {
|
|
o.Emission = vec3( vec4( 0.000000, 1.00000, 0.000000, 0.000000));
|
|
}
|
|
vec4 LightingLambert( in SurfaceOutput s, in vec3 lightDir, in float atten ) {
|
|
float diff;
|
|
vec4 c;
|
|
diff = max( 0.000000, dot( s.Normal, lightDir));
|
|
c.xyz = ((s.Albedo * _LightColor0.xyz ) * ((diff * atten) * 2.00000));
|
|
c.w = s.Alpha;
|
|
return c;
|
|
}
|
|
vec4 frag_surf( in v2f_surf IN ) {
|
|
SurfaceOutput o;
|
|
Input surfIN;
|
|
vec3 lightDir;
|
|
vec4 c;
|
|
o.Albedo = vec3( 0.000000);
|
|
o.Emission = vec3( 0.000000);
|
|
o.Specular = 0.000000;
|
|
o.Alpha = 0.000000;
|
|
o.Gloss = 0.000000;
|
|
o.Normal = IN.normal;
|
|
surf( surfIN, o);
|
|
lightDir = IN.lightDir;
|
|
lightDir = normalize( lightDir );
|
|
c = LightingLambert( o, lightDir, texture2D( _LightTexture0, vec2( vec2( dot( IN._LightCoord, IN._LightCoord)))).w );
|
|
c.w = 0.000000;
|
|
return c;
|
|
}
|
|
varying vec4 xlv_FOG;
|
|
void main() {
|
|
vec4 xl_retval;
|
|
v2f_surf xlt_IN;
|
|
xlt_IN.pos = vec4(0.0);
|
|
xlt_IN.fog = float( xlv_FOG);
|
|
xlt_IN.normal = vec3( gl_TexCoord[0]);
|
|
xlt_IN.lightDir = vec3( gl_TexCoord[1]);
|
|
xlt_IN._LightCoord = vec3( gl_TexCoord[2]);
|
|
xl_retval = frag_surf( xlt_IN);
|
|
gl_FragData[0] = vec4( xl_retval);
|
|
}
|