mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 11:05:36 -05:00
66 lines
1.7 KiB
Text
66 lines
1.7 KiB
Text
void xll_clip(float x) {
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if ( x<0.0 ) discard;
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}
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struct v2f {
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vec4 pos;
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vec2 uv;
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vec3 color;
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vec3 backContrib;
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vec3 nl;
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vec3 nh;
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};
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uniform sampler2D _BumpSpecMap;
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uniform float _Cutoff;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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uniform vec4 _TerrainTreeLightColors[4];
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uniform vec3 _TranslucencyColor;
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uniform sampler2D _TranslucencyMap;
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vec4 frag( in v2f i ) {
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vec4 col;
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vec3 albedo;
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float specular;
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vec4 trngls;
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float gloss;
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vec3 light;
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vec3 backContribs;
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int j = 0;
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vec3 lightColor;
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vec3 translucencyColor;
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float nl;
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float nh;
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float spec;
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vec4 c;
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col = texture2D( _MainTex, i.uv);
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xll_clip( (col.w - _Cutoff) );
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albedo = (col.xyz * i.color);
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specular = (texture2D( _BumpSpecMap, i.uv).x * 128.000);
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trngls = texture2D( _TranslucencyMap, i.uv);
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gloss = trngls.w ;
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light = (vec3( gl_LightModel.ambient) * albedo);
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backContribs = (i.backContrib * trngls.z );
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for ( ; (j < 3); ( j++ )) {
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lightColor = _TerrainTreeLightColors[ j ].xyz ;
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translucencyColor = (backContribs[ j ] * _TranslucencyColor);
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nl = i.nl[ j ];
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nh = i.nh[ j ];
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spec = (pow( nh, specular) * gloss);
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light += (((albedo * (translucencyColor + nl)) + (_SpecColor.xyz * spec)) * lightColor);
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}
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c.xyz = (light * 2.00000);
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c.w = 1.00000;
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return c;
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}
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void main() {
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vec4 xl_retval;
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v2f xlt_i;
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xlt_i.pos = vec4(0.0);
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xlt_i.uv = vec2( gl_TexCoord[0]);
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xlt_i.color = vec3( gl_TexCoord[1]);
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xlt_i.backContrib = vec3( gl_TexCoord[2]);
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xlt_i.nl = vec3( gl_TexCoord[3]);
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xlt_i.nh = vec3( gl_TexCoord[4]);
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xl_retval = frag( xlt_i);
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gl_FragData[0] = vec4( xl_retval);
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}
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