mirror of
https://github.com/scratchfoundation/bgfx.git
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35 lines
1.1 KiB
Text
35 lines
1.1 KiB
Text
uniform vec4 _Color;
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uniform sampler2D _Illum;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2].xyz;
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vec4 col_3;
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vec4 light_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, tmpvar_1.xy);
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vec4 tmpvar_6;
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tmpvar_6 = (tmpvar_5 * _Color);
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vec4 tmpvar_7;
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tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_4.w = tmpvar_7.w;
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light_4.xyz = (tmpvar_7.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
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vec4 c_8;
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float tmpvar_9;
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tmpvar_9 = (tmpvar_7.w * tmpvar_5.w);
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c_8.xyz = ((tmpvar_6.xyz * light_4.xyz) + ((light_4.xyz * _SpecColor.xyz) * tmpvar_9));
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c_8.w = (tmpvar_6.w + (tmpvar_9 * _SpecColor.w));
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col_3.w = c_8.w;
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col_3.xyz = (c_8.xyz + (tmpvar_6.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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gl_FragData[0] = col_3;
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}
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// inputs: 1, stats: 17 alu 5 tex 0 flow
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