mirror of
https://github.com/scratchfoundation/bgfx.git
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44 lines
1.4 KiB
Text
44 lines
1.4 KiB
Text
uniform vec4 _LightPositionRange;
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uniform mat4 _Object2World;
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uniform vec4 _Scale;
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uniform float _SquashAmount;
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uniform vec4 _SquashPlaneNormal;
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uniform mat4 _TerrainEngineBendTree;
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void main ()
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{
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vec4 pos_1;
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pos_1.w = gl_Vertex.w;
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pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
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vec4 tmpvar_2;
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tmpvar_2.w = 0.0;
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tmpvar_2.xyz = pos_1.xyz;
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pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www);
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vec3 tmpvar_3;
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tmpvar_3.xz = vec2(0.0, 0.0);
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tmpvar_3.y = _SquashPlaneNormal.w;
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vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = mix ((pos_1.xyz + (
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dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz))
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* _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount));
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pos_1 = tmpvar_4;
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gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_4);
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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tmpvar_5.xyz = ((_Object2World * tmpvar_4).xyz - _LightPositionRange.xyz);
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gl_TexCoord[0] = tmpvar_5;
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}
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// stats: 15 alu 0 tex 0 flow
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// inputs: 2
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// #0: gl_Color (high float) 4x1 [-1] loc 3
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// #1: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 7 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _LightPositionRange (high float) 4x1 [-1]
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// #2: _Object2World (high float) 4x4 [-1]
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// #3: _Scale (high float) 4x1 [-1]
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// #4: _SquashAmount (high float) 1x1 [-1]
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// #5: _SquashPlaneNormal (high float) 4x1 [-1]
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// #6: _TerrainEngineBendTree (high float) 4x4 [-1]
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