mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
105 lines
3.5 KiB
Text
105 lines
3.5 KiB
Text
uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
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uniform mat4 _CameraToWorld;
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uniform vec4 _LightColor;
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uniform mat4 _LightMatrix0;
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uniform vec4 _LightPos;
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uniform vec4 _LightPositionRange;
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uniform vec4 _LightShadowData;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform vec4 _ProjectionParams;
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uniform samplerCube _ShadowMapTexture;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 _ZBufferParams;
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uniform vec4 unity_LightmapFade;
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varying vec4 xlv_TEXCOORD0;
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varying vec3 xlv_TEXCOORD1;
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void main ()
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{
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vec4 res_1;
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float atten_2;
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vec3 lightDir_3;
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vec3 normal_4;
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vec2 tmpvar_5;
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tmpvar_5 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_CameraNormalsTexture, tmpvar_5);
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normal_4 = normalize(((tmpvar_6.xyz * 2.0) - 1.0));
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vec4 tmpvar_7;
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tmpvar_7.w = 1.0;
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tmpvar_7.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/((
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(_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_5).x)
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+ _ZBufferParams.y))));
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vec3 tmpvar_8;
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tmpvar_8 = (_CameraToWorld * tmpvar_7).xyz;
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vec3 tmpvar_9;
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tmpvar_9 = (tmpvar_8 - _LightPos.xyz);
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lightDir_3 = -(normalize(tmpvar_9));
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atten_2 = texture2D (_LightTextureB0, vec2((dot (tmpvar_9, tmpvar_9) * _LightPos.w))).w;
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vec4 shadowVals_10;
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shadowVals_10.x = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(0.0078125, 0.0078125, 0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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shadowVals_10.y = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(-0.0078125, -0.0078125, 0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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shadowVals_10.z = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(-0.0078125, 0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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shadowVals_10.w = dot (textureCube (_ShadowMapTexture, (tmpvar_9 + vec3(0.0078125, -0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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bvec4 tmpvar_11;
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tmpvar_11 = lessThan (shadowVals_10, vec4(((
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sqrt(dot (tmpvar_9, tmpvar_9))
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* _LightPositionRange.w) * 0.97)));
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vec4 tmpvar_12;
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tmpvar_12 = _LightShadowData.xxxx;
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float tmpvar_13;
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if (tmpvar_11.x) {
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tmpvar_13 = tmpvar_12.x;
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} else {
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tmpvar_13 = 1.0;
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};
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float tmpvar_14;
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if (tmpvar_11.y) {
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tmpvar_14 = tmpvar_12.y;
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} else {
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tmpvar_14 = 1.0;
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};
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float tmpvar_15;
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if (tmpvar_11.z) {
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tmpvar_15 = tmpvar_12.z;
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} else {
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tmpvar_15 = 1.0;
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};
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float tmpvar_16;
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if (tmpvar_11.w) {
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tmpvar_16 = tmpvar_12.w;
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} else {
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tmpvar_16 = 1.0;
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};
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vec4 tmpvar_17;
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tmpvar_17.x = tmpvar_13;
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tmpvar_17.y = tmpvar_14;
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tmpvar_17.z = tmpvar_15;
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tmpvar_17.w = tmpvar_16;
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vec4 tmpvar_18;
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tmpvar_18.w = 1.0;
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tmpvar_18.xyz = tmpvar_8;
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float tmpvar_19;
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tmpvar_19 = ((atten_2 * dot (tmpvar_17, vec4(0.25, 0.25, 0.25, 0.25))) * textureCube (_LightTexture0, (_LightMatrix0 * tmpvar_18).xyz).w);
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atten_2 = tmpvar_19;
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res_1.xyz = (_LightColor.xyz * (max (0.0,
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dot (lightDir_3, normal_4)
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) * tmpvar_19));
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res_1.w = ((pow (
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max (0.0, dot (normalize((lightDir_3 -
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normalize((tmpvar_8 - _WorldSpaceCameraPos))
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)), normal_4))
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,
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(tmpvar_6.w * 128.0)
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) * clamp (tmpvar_19, 0.0, 1.0)) * dot (_LightColor.xyz, vec3(0.22, 0.707, 0.071)));
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vec4 tmpvar_20;
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tmpvar_20 = (res_1 * clamp ((1.0 -
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((tmpvar_7.z * unity_LightmapFade.z) + unity_LightmapFade.w)
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), 0.0, 1.0));
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res_1 = tmpvar_20;
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gl_FragData[0] = exp2(-(tmpvar_20));
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}
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// inputs: 2, stats: 62 alu 8 tex 4 flow
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