mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
162 lines
3.5 KiB
Text
162 lines
3.5 KiB
Text
struct v2f {
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vec4 pos;
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vec2 uv;
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vec3 color;
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vec3 backContrib;
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vec3 nl;
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vec3 nh;
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};
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uniform sampler2D _BumpSpecMap;
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uniform float _Cutoff;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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uniform vec4 _TerrainTreeLightColors[4];
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uniform vec3 _TranslucencyColor;
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uniform sampler2D _TranslucencyMap;
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void xll_clip (
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in float x_1
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)
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{
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if ((x_1 < 0.0)) {
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discard;
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};
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}
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vec4 frag (
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in v2f i_2
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)
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{
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vec4 c_3;
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float spec_4;
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float nh_5;
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float nl_6;
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vec3 translucencyColor_7;
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vec3 lightColor_8;
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int j_9;
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vec3 backContribs_10;
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vec3 light_11;
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float gloss_12;
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vec4 trngls_13;
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float specular_14;
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vec3 albedo_15;
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vec4 col_16;
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int tmpvar_17;
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tmpvar_17 = 0;
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j_9 = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = texture2D (_MainTex, i_2.uv);
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vec4 tmpvar_19;
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tmpvar_19 = tmpvar_18;
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col_16 = tmpvar_19;
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xll_clip ((col_16.w - _Cutoff));
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vec3 tmpvar_20;
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tmpvar_20 = (col_16.xyz * i_2.color);
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albedo_15 = tmpvar_20;
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vec4 tmpvar_21;
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tmpvar_21 = texture2D (_BumpSpecMap, i_2.uv);
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float tmpvar_22;
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tmpvar_22 = (tmpvar_21.x * 128.0);
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specular_14 = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23 = texture2D (_TranslucencyMap, i_2.uv);
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vec4 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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trngls_13 = tmpvar_24;
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float tmpvar_25;
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tmpvar_25 = trngls_13.w;
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gloss_12 = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = gl_LightModel.ambient.xyz;
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vec3 tmpvar_27;
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tmpvar_27 = (tmpvar_26 * albedo_15);
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light_11 = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = (i_2.backContrib * trngls_13.z);
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backContribs_10 = tmpvar_28;
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while (true) {
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if (!((j_9 < 3))) {
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break;
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};
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vec3 tmpvar_29;
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tmpvar_29 = _TerrainTreeLightColors[j_9].xyz;
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lightColor_8 = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = (backContribs_10[j_9] * _TranslucencyColor);
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translucencyColor_7 = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = i_2.nl[j_9];
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nl_6 = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = i_2.nh[j_9];
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nh_5 = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = pow (nh_5, specular_14);
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float tmpvar_34;
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tmpvar_34 = (tmpvar_33 * gloss_12);
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spec_4 = tmpvar_34;
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vec3 tmpvar_35;
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tmpvar_35 = (light_11 + ((
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(albedo_15 * (translucencyColor_7 + nl_6))
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+
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(_SpecColor.xyz * spec_4)
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) * lightColor_8));
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light_11 = tmpvar_35;
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int _post_incdec_tmp_36;
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_post_incdec_tmp_36 = j_9;
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int tmpvar_37;
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tmpvar_37 = (j_9 + 1);
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j_9 = tmpvar_37;
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};
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vec3 tmpvar_38;
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tmpvar_38 = (light_11 * 2.0);
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c_3.xyz = tmpvar_38.xyz.xyz;
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float tmpvar_39;
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tmpvar_39 = 1.0;
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c_3.w = vec4(tmpvar_39).w;
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return c_3;
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}
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void main ()
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{
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v2f xlt_i_40;
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vec4 xl_retval_41;
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vec4 tmpvar_42;
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tmpvar_42 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i_40.pos = tmpvar_42;
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vec2 tmpvar_43;
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tmpvar_43 = gl_TexCoord[0].xy;
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vec2 tmpvar_44;
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tmpvar_44 = tmpvar_43;
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xlt_i_40.uv = tmpvar_44;
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vec3 tmpvar_45;
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tmpvar_45 = gl_TexCoord[1].xyz;
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vec3 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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xlt_i_40.color = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = gl_TexCoord[2].xyz;
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vec3 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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xlt_i_40.backContrib = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = gl_TexCoord[3].xyz;
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vec3 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_i_40.nl = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_TexCoord[4].xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_i_40.nh = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = frag (xlt_i_40);
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vec4 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xl_retval_41 = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = xl_retval_41.xyzw;
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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gl_FragData[0] = tmpvar_56;
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}
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