mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
239 lines
5.4 KiB
Text
239 lines
5.4 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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vec4 color;
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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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vec4 lop_color;
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vec3 lightDir;
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vec3 viewDir;
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vec3 _LightCoord;
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};
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uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform sampler2D _GlossMap;
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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varying vec4 xlv_FOG;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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void surf (
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in Input IN_6,
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inout SurfaceOutput o_7
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)
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{
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vec4 c_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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c_8 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = (c_8.xyz * IN_6.color.xyz);
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o_7.Albedo = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_GlossMap, IN_6.uv_MainTex);
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float tmpvar_13;
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tmpvar_13 = tmpvar_12.w;
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o_7.Gloss = tmpvar_13;
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float tmpvar_14;
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tmpvar_14 = _Color.w;
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o_7.Alpha = tmpvar_14;
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float tmpvar_15;
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tmpvar_15 = _Shininess;
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o_7.Specular = tmpvar_15;
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vec4 tmpvar_16;
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tmpvar_16 = texture2D (_BumpMap, IN_6.uv_MainTex);
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vec4 tmpvar_17;
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tmpvar_17 = UnpackNormal (tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17.xyz;
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vec3 tmpvar_19;
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tmpvar_19 = tmpvar_18;
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o_7.Normal = tmpvar_19;
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}
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vec4 LightingTreeBark (
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in SurfaceOutput s_20,
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in vec3 lightDir_21,
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in vec3 viewDir_22,
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in float atten_23
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)
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{
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vec4 c_24;
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float spec_25;
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float nh_26;
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float diff_27;
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vec3 h_28;
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vec3 tmpvar_29;
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tmpvar_29 = normalize ((lightDir_21 + viewDir_22));
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vec3 tmpvar_30;
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tmpvar_30 = tmpvar_29;
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h_28 = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = dot (s_20.Normal, lightDir_21);
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float tmpvar_32;
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tmpvar_32 = max (0.0, tmpvar_31);
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float tmpvar_33;
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tmpvar_33 = tmpvar_32;
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diff_27 = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = dot (s_20.Normal, h_28);
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float tmpvar_35;
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tmpvar_35 = max (0.0, tmpvar_34);
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float tmpvar_36;
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tmpvar_36 = tmpvar_35;
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nh_26 = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = pow (nh_26, (s_20.Specular * 128.0));
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float tmpvar_38;
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tmpvar_38 = (tmpvar_37 * s_20.Gloss);
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spec_25 = tmpvar_38;
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vec3 tmpvar_39;
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tmpvar_39 = (((
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(s_20.Albedo * _LightColor0.xyz)
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* diff_27) + (_LightColor0.xyz * spec_25)) * (atten_23 * 2.0));
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c_24.xyz = tmpvar_39.xyz.xyz;
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float tmpvar_40;
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tmpvar_40 = (((_LightColor0.w * spec_25) * atten_23) * s_20.Alpha);
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c_24.w = vec4(tmpvar_40).w;
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return c_24;
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}
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vec4 frag_surf (
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in v2f_surf IN_41
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)
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{
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vec4 c_42;
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vec3 lightDir_43;
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SurfaceOutput o_44;
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Input surfIN_45;
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vec2 tmpvar_46;
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tmpvar_46 = IN_41.hip_pack0.xy;
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surfIN_45.uv_MainTex = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = IN_41.lop_color;
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surfIN_45.color = tmpvar_47;
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vec3 tmpvar_48;
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tmpvar_48 = vec3(0.0, 0.0, 0.0);
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o_44.Albedo = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = vec3(0.0, 0.0, 0.0);
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o_44.Emission = tmpvar_49;
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float tmpvar_50;
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tmpvar_50 = 0.0;
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o_44.Specular = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = 0.0;
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o_44.Alpha = tmpvar_51;
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float tmpvar_52;
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tmpvar_52 = 0.0;
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o_44.Gloss = tmpvar_52;
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surf (surfIN_45, o_44);
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vec3 tmpvar_53;
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tmpvar_53 = IN_41.lightDir;
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lightDir_43 = tmpvar_53;
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vec3 tmpvar_54;
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tmpvar_54 = normalize (lightDir_43);
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vec3 tmpvar_55;
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tmpvar_55 = tmpvar_54;
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lightDir_43 = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = IN_41.viewDir.xyz;
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vec3 tmpvar_57;
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tmpvar_57 = normalize (tmpvar_56);
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float tmpvar_58;
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tmpvar_58 = dot (IN_41._LightCoord, IN_41._LightCoord);
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vec2 tmpvar_59;
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tmpvar_59 = vec2(tmpvar_58);
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vec2 tmpvar_60;
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tmpvar_60 = tmpvar_59.xy;
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vec4 tmpvar_61;
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tmpvar_61 = texture2D (_LightTextureB0, tmpvar_60);
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vec4 tmpvar_62;
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tmpvar_62 = textureCube (_LightTexture0, IN_41._LightCoord);
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vec4 tmpvar_63;
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tmpvar_63 = LightingTreeBark (o_44, lightDir_43, tmpvar_57, (tmpvar_61.w * tmpvar_62.w));
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vec4 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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c_42 = tmpvar_64;
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float tmpvar_65;
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tmpvar_65 = 0.0;
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c_42.w = vec4(tmpvar_65).w;
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return c_42;
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}
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void main ()
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{
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v2f_surf xlt_IN_66;
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vec4 xl_retval_67;
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vec4 tmpvar_68;
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tmpvar_68 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_66.pos = tmpvar_68;
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float tmpvar_69;
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tmpvar_69 = xlv_FOG.x;
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xlt_IN_66.fog = tmpvar_69;
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vec2 tmpvar_70;
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tmpvar_70 = gl_TexCoord[0].xy;
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vec2 tmpvar_71;
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tmpvar_71 = tmpvar_70;
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xlt_IN_66.hip_pack0 = tmpvar_71;
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vec4 tmpvar_72;
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tmpvar_72 = gl_Color.xyzw;
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vec4 tmpvar_73;
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tmpvar_73 = tmpvar_72;
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xlt_IN_66.lop_color = tmpvar_73;
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vec3 tmpvar_74;
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tmpvar_74 = gl_TexCoord[1].xyz;
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vec3 tmpvar_75;
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tmpvar_75 = tmpvar_74;
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xlt_IN_66.lightDir = tmpvar_75;
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vec3 tmpvar_76;
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tmpvar_76 = gl_TexCoord[2].xyz;
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vec3 tmpvar_77;
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tmpvar_77 = tmpvar_76;
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xlt_IN_66.viewDir = tmpvar_77;
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vec3 tmpvar_78;
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tmpvar_78 = gl_TexCoord[3].xyz;
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vec3 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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xlt_IN_66._LightCoord = tmpvar_79;
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vec4 tmpvar_80;
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tmpvar_80 = frag_surf (xlt_IN_66);
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vec4 tmpvar_81;
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tmpvar_81 = tmpvar_80;
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xl_retval_67 = tmpvar_81;
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vec4 tmpvar_82;
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tmpvar_82 = xl_retval_67.xyzw;
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vec4 tmpvar_83;
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tmpvar_83 = tmpvar_82;
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gl_FragData[0] = tmpvar_83;
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}
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