mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
169 lines
5.3 KiB
Text
169 lines
5.3 KiB
Text
uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
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uniform highp mat4 _CameraToWorld;
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uniform highp vec4 _LightColor;
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uniform highp mat4 _LightMatrix0;
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uniform highp vec4 _LightPos;
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uniform highp vec4 _LightPositionRange;
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uniform highp vec4 _LightShadowData;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform highp vec4 _ProjectionParams;
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uniform samplerCube _ShadowMapTexture;
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform highp vec4 _ZBufferParams;
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uniform highp vec4 unity_LightmapFade;
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varying highp vec4 xlv_TEXCOORD0;
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varying highp vec3 xlv_TEXCOORD1;
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void main ()
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{
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mediump vec4 res_1;
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highp float spec_2;
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mediump vec3 h_3;
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highp float atten_4;
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mediump vec3 lightDir_5;
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highp float depth_6;
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mediump vec3 normal_7;
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mediump vec4 nspec_8;
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highp vec2 tmpvar_9;
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tmpvar_9 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
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lowp vec4 tmpvar_10;
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tmpvar_10 = texture2D (_CameraNormalsTexture, tmpvar_9);
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nspec_8 = tmpvar_10;
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normal_7 = normalize(((nspec_8.xyz * 2.0) - 1.0));
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lowp float tmpvar_11;
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tmpvar_11 = texture2D (_CameraDepthTexture, tmpvar_9).x;
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depth_6 = tmpvar_11;
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highp float tmpvar_12;
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tmpvar_12 = (1.0/(((_ZBufferParams.x * depth_6) + _ZBufferParams.y)));
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depth_6 = tmpvar_12;
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highp vec4 tmpvar_13;
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tmpvar_13.w = 1.0;
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tmpvar_13.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * tmpvar_12);
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highp vec3 tmpvar_14;
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tmpvar_14 = (_CameraToWorld * tmpvar_13).xyz;
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highp vec3 tmpvar_15;
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tmpvar_15 = (tmpvar_14 - _LightPos.xyz);
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highp vec3 tmpvar_16;
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tmpvar_16 = -(normalize(tmpvar_15));
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lightDir_5 = tmpvar_16;
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highp vec2 tmpvar_17;
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tmpvar_17 = vec2((dot (tmpvar_15, tmpvar_15) * _LightPos.w));
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lowp float tmpvar_18;
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tmpvar_18 = texture2D (_LightTextureB0, tmpvar_17).w;
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atten_4 = tmpvar_18;
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highp float tmpvar_19;
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tmpvar_19 = ((sqrt(
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dot (tmpvar_15, tmpvar_15)
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) * _LightPositionRange.w) * 0.97);
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mediump vec4 shadows_20;
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highp vec4 shadowVals_21;
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highp vec3 vec_22;
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vec_22 = (tmpvar_15 + vec3(0.0078125, 0.0078125, 0.0078125));
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highp vec4 packDist_23;
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lowp vec4 tmpvar_24;
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tmpvar_24 = textureCube (_ShadowMapTexture, vec_22);
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packDist_23 = tmpvar_24;
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shadowVals_21.x = dot (packDist_23, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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highp vec3 vec_25;
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vec_25 = (tmpvar_15 + vec3(-0.0078125, -0.0078125, 0.0078125));
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highp vec4 packDist_26;
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lowp vec4 tmpvar_27;
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tmpvar_27 = textureCube (_ShadowMapTexture, vec_25);
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packDist_26 = tmpvar_27;
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shadowVals_21.y = dot (packDist_26, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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highp vec3 vec_28;
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vec_28 = (tmpvar_15 + vec3(-0.0078125, 0.0078125, -0.0078125));
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highp vec4 packDist_29;
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lowp vec4 tmpvar_30;
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tmpvar_30 = textureCube (_ShadowMapTexture, vec_28);
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packDist_29 = tmpvar_30;
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shadowVals_21.z = dot (packDist_29, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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highp vec3 vec_31;
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vec_31 = (tmpvar_15 + vec3(0.0078125, -0.0078125, -0.0078125));
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highp vec4 packDist_32;
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lowp vec4 tmpvar_33;
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tmpvar_33 = textureCube (_ShadowMapTexture, vec_31);
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packDist_32 = tmpvar_33;
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shadowVals_21.w = dot (packDist_32, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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bvec4 tmpvar_34;
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tmpvar_34 = lessThan (shadowVals_21, vec4(tmpvar_19));
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highp vec4 tmpvar_35;
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tmpvar_35 = _LightShadowData.xxxx;
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highp float tmpvar_36;
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if (tmpvar_34.x) {
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tmpvar_36 = tmpvar_35.x;
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} else {
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tmpvar_36 = 1.0;
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};
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highp float tmpvar_37;
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if (tmpvar_34.y) {
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tmpvar_37 = tmpvar_35.y;
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} else {
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tmpvar_37 = 1.0;
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};
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highp float tmpvar_38;
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if (tmpvar_34.z) {
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tmpvar_38 = tmpvar_35.z;
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} else {
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tmpvar_38 = 1.0;
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};
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highp float tmpvar_39;
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if (tmpvar_34.w) {
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tmpvar_39 = tmpvar_35.w;
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} else {
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tmpvar_39 = 1.0;
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};
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highp vec4 tmpvar_40;
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tmpvar_40.x = tmpvar_36;
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tmpvar_40.y = tmpvar_37;
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tmpvar_40.z = tmpvar_38;
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tmpvar_40.w = tmpvar_39;
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shadows_20 = tmpvar_40;
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mediump float tmpvar_41;
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tmpvar_41 = dot (shadows_20, vec4(0.25, 0.25, 0.25, 0.25));
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highp vec4 tmpvar_42;
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tmpvar_42.w = 1.0;
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tmpvar_42.xyz = tmpvar_14;
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lowp vec4 tmpvar_43;
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highp vec3 P_44;
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P_44 = (_LightMatrix0 * tmpvar_42).xyz;
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tmpvar_43 = textureCube (_LightTexture0, P_44);
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highp float tmpvar_45;
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tmpvar_45 = ((atten_4 * tmpvar_41) * tmpvar_43.w);
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atten_4 = tmpvar_45;
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mediump float tmpvar_46;
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tmpvar_46 = max (0.0, dot (lightDir_5, normal_7));
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highp vec3 tmpvar_47;
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tmpvar_47 = normalize((lightDir_5 - normalize(
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(tmpvar_14 - _WorldSpaceCameraPos)
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)));
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h_3 = tmpvar_47;
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mediump float tmpvar_48;
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tmpvar_48 = pow (max (0.0, dot (h_3, normal_7)), (nspec_8.w * 128.0));
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spec_2 = tmpvar_48;
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highp float tmpvar_49;
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tmpvar_49 = (spec_2 * clamp (tmpvar_45, 0.0, 1.0));
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spec_2 = tmpvar_49;
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highp vec3 tmpvar_50;
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tmpvar_50 = (_LightColor.xyz * (tmpvar_46 * tmpvar_45));
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res_1.xyz = tmpvar_50;
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mediump vec3 c_51;
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c_51 = _LightColor.xyz;
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mediump float tmpvar_52;
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tmpvar_52 = dot (c_51, vec3(0.22, 0.707, 0.071));
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highp float tmpvar_53;
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tmpvar_53 = (tmpvar_49 * tmpvar_52);
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res_1.w = tmpvar_53;
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highp float tmpvar_54;
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tmpvar_54 = clamp ((1.0 - (
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(tmpvar_13.z * unity_LightmapFade.z)
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+ unity_LightmapFade.w)), 0.0, 1.0);
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mediump vec4 tmpvar_55;
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tmpvar_55 = (res_1 * tmpvar_54);
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res_1 = tmpvar_55;
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gl_FragData[0] = exp2(-(tmpvar_55));
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}
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// inputs: 2, stats: 62 alu 8 tex 4 flow
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