mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
189 lines
4 KiB
Text
189 lines
4 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec3 normal;
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vec3 lightDir;
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vec4 _LightCoord;
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};
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uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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varying vec4 xlv_FOG;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * _Color);
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c_3 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = c_3.xyz;
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o_2.Albedo = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = c_3.w;
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o_2.Alpha = tmpvar_7;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_8
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)
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{
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_LightTexture0, ((LightCoord_8.xy / LightCoord_8.w) + 0.5));
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return tmpvar_9.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_10
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)
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{
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float tmpvar_11;
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tmpvar_11 = dot (LightCoord_10, LightCoord_10);
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vec2 tmpvar_12;
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tmpvar_12 = vec2(tmpvar_11);
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_12.xy;
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vec4 tmpvar_14;
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tmpvar_14 = texture2D (_LightTextureB0, tmpvar_13);
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return tmpvar_14.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_15,
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in vec3 lightDir_16,
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in float atten_17
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)
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{
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vec4 c_18;
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float diff_19;
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float tmpvar_20;
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tmpvar_20 = dot (s_15.Normal, lightDir_16);
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float tmpvar_21;
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tmpvar_21 = max (0.0, tmpvar_20);
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float tmpvar_22;
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tmpvar_22 = tmpvar_21;
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diff_19 = tmpvar_22;
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vec3 tmpvar_23;
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tmpvar_23 = ((s_15.Albedo * _LightColor0.xyz) * ((diff_19 * atten_17) * 2.0));
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c_18.xyz = tmpvar_23.xyz.xyz;
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float tmpvar_24;
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tmpvar_24 = s_15.Alpha;
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c_18.w = vec4(tmpvar_24).w;
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return c_18;
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}
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vec4 frag_surf (
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in v2f_surf IN_25
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)
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{
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vec4 c_26;
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vec3 lightDir_27;
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SurfaceOutput o_28;
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Input surfIN_29;
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vec2 tmpvar_30;
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tmpvar_30 = IN_25.hip_pack0.xy;
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surfIN_29.uv_MainTex = tmpvar_30;
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vec3 tmpvar_31;
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tmpvar_31 = vec3(0.0, 0.0, 0.0);
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o_28.Albedo = tmpvar_31;
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vec3 tmpvar_32;
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tmpvar_32 = vec3(0.0, 0.0, 0.0);
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o_28.Emission = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = 0.0;
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o_28.Specular = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = 0.0;
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o_28.Alpha = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = 0.0;
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o_28.Gloss = tmpvar_35;
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vec3 tmpvar_36;
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tmpvar_36 = IN_25.normal;
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o_28.Normal = tmpvar_36;
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surf (surfIN_29, o_28);
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vec3 tmpvar_37;
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tmpvar_37 = IN_25.lightDir;
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lightDir_27 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = normalize (lightDir_27);
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vec3 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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lightDir_27 = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = UnitySpotCookie (IN_25._LightCoord);
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float tmpvar_41;
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tmpvar_41 = UnitySpotAttenuate (IN_25._LightCoord.xyz);
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vec4 tmpvar_42;
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tmpvar_42 = LightingLambert (o_28, lightDir_27, ((float(
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(IN_25._LightCoord.z > 0.0)
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) * tmpvar_40) * tmpvar_41));
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vec4 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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c_26 = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = 0.0;
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c_26.w = vec4(tmpvar_44).w;
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return c_26;
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}
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void main ()
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{
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v2f_surf xlt_IN_45;
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vec4 xl_retval_46;
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vec4 tmpvar_47;
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tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_45.pos = tmpvar_47;
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float tmpvar_48;
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tmpvar_48 = xlv_FOG.x;
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xlt_IN_45.fog = tmpvar_48;
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vec2 tmpvar_49;
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tmpvar_49 = gl_TexCoord[0].xy;
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vec2 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_45.hip_pack0 = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_TexCoord[1].xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_IN_45.normal = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = gl_TexCoord[2].xyz;
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vec3 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_IN_45.lightDir = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = gl_TexCoord[3].xyzw;
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xlt_IN_45._LightCoord = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = frag_surf (xlt_IN_45);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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xl_retval_46 = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = xl_retval_46.xyzw;
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vec4 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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gl_FragData[0] = tmpvar_60;
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}
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