mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
298 lines
7.1 KiB
Text
298 lines
7.1 KiB
Text
struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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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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vec2 hip_pack0;
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vec4 lop_color;
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};
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uniform vec4 _CameraPosition;
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uniform vec3 _CameraRight;
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uniform vec3 _CameraUp;
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uniform vec4 _MainTex_ST;
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uniform vec4 _WaveAndDistance;
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uniform vec4 _WavingTint;
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uniform vec4 unity_LightShadowBias;
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attribute vec4 TANGENT;
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void FastSinCos (
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in vec4 val_1,
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out vec4 s_2,
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out vec4 c_3
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)
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{
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vec4 cos8_4;
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vec4 sin7_5;
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vec4 r3_6;
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vec4 r2_7;
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vec4 r1_8;
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vec4 r8_9;
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vec4 r7_10;
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vec4 r6_11;
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vec4 r5_12;
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vec4 tmpvar_13;
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tmpvar_13 = vec4(1.0, -0.161616, 0.0083333, -0.00019841);
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sin7_5 = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = vec4(-0.5, 0.0416667, -0.00138889, 2.48016e-05);
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cos8_4 = tmpvar_14;
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vec4 tmpvar_15;
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tmpvar_15 = ((val_1 * 6.40885) - 3.14159);
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val_1 = tmpvar_15;
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vec4 tmpvar_16;
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tmpvar_16 = (val_1 * val_1);
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r5_12 = tmpvar_16;
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vec4 tmpvar_17;
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tmpvar_17 = (r5_12 * r5_12);
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r6_11 = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = (r6_11 * r5_12);
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r7_10 = tmpvar_18;
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vec4 tmpvar_19;
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tmpvar_19 = (r6_11 * r5_12);
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r8_9 = tmpvar_19;
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vec4 tmpvar_20;
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tmpvar_20 = (r5_12 * val_1);
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r1_8 = tmpvar_20;
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vec4 tmpvar_21;
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tmpvar_21 = (r1_8 * r5_12);
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r2_7 = tmpvar_21;
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vec4 tmpvar_22;
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tmpvar_22 = (r2_7 * r5_12);
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r3_6 = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23 = (((val_1 +
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(r1_8 * sin7_5.y)
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) + (r2_7 * sin7_5.z)) + (r3_6 * sin7_5.w));
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s_2 = tmpvar_23;
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vec4 tmpvar_24;
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tmpvar_24 = (((
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(1.0 + (r5_12 * cos8_4.x))
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+
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(r6_11 * cos8_4.y)
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) + (r7_10 * cos8_4.z)) + (r8_9 * cos8_4.w));
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c_3 = tmpvar_24;
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}
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void TerrainWaveGrass (
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inout vec4 vertex_25,
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in float waveAmount_26,
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in vec3 color_27,
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out vec4 outColor_28
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)
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{
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vec3 waveColor_29;
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vec3 waveMove_30;
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float lighting_31;
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vec4 c_32;
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vec4 s_33;
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vec4 waves_34;
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vec4 _waveZmove_35;
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vec4 _waveXmove_36;
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vec4 waveSpeed_37;
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vec4 _waveZSize_38;
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vec4 _waveXSize_39;
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vec4 tmpvar_40;
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tmpvar_40 = vec4(1.2, 2.0, 1.6, 4.8);
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waveSpeed_37 = tmpvar_40;
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vec4 tmpvar_41;
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tmpvar_41 = vec4(0.024, 0.04, -0.12, 0.096);
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_waveXmove_36 = tmpvar_41;
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vec4 tmpvar_42;
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tmpvar_42 = vec4(0.006, 0.02, -0.02, 0.1);
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_waveZmove_35 = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = vec3(0.0, 0.0, 0.0);
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waveMove_30 = tmpvar_43;
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vec4 tmpvar_44;
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tmpvar_44 = (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y);
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_waveXSize_39 = tmpvar_44;
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vec4 tmpvar_45;
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tmpvar_45 = (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y);
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_waveZSize_38 = tmpvar_45;
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vec4 tmpvar_46;
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tmpvar_46 = (vertex_25.x * _waveXSize_39);
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waves_34 = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = (waves_34 + (vertex_25.z * _waveZSize_38));
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waves_34 = tmpvar_47;
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vec4 tmpvar_48;
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tmpvar_48 = (waves_34 + (_WaveAndDistance.x * waveSpeed_37));
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waves_34 = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = fract (waves_34);
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vec4 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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waves_34 = tmpvar_50;
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FastSinCos (waves_34, s_33, c_32);
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vec4 tmpvar_51;
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tmpvar_51 = (s_33 * s_33);
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s_33 = tmpvar_51;
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vec4 tmpvar_52;
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tmpvar_52 = (s_33 * s_33);
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s_33 = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = normalize (vec4(1.0, 1.0, 0.4, 0.2));
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float tmpvar_54;
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tmpvar_54 = dot (s_33, tmpvar_53);
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float tmpvar_55;
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tmpvar_55 = (tmpvar_54 * 0.7);
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lighting_31 = tmpvar_55;
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vec4 tmpvar_56;
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tmpvar_56 = (s_33 * waveAmount_26);
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s_33 = tmpvar_56;
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float tmpvar_57;
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tmpvar_57 = dot (s_33, _waveXmove_36);
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float tmpvar_58;
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tmpvar_58 = tmpvar_57;
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waveMove_30.x = tmpvar_58;
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float tmpvar_59;
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tmpvar_59 = dot (s_33, _waveZmove_35);
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float tmpvar_60;
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tmpvar_60 = tmpvar_59;
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waveMove_30.z = vec3(tmpvar_60).z;
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vec2 tmpvar_61;
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tmpvar_61 = (vertex_25.xz - (waveMove_30.xz * _WaveAndDistance.z));
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vertex_25.xz = tmpvar_61.xxy.xz;
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vec3 tmpvar_62;
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tmpvar_62 = vec3(lighting_31);
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vec3 tmpvar_63;
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tmpvar_63 = mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, tmpvar_62);
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vec3 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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waveColor_29 = tmpvar_64;
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vec3 tmpvar_65;
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tmpvar_65 = ((color_27 * waveColor_29) * 2.0);
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outColor_28.xyz = tmpvar_65.xyz.xyz;
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float tmpvar_66;
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tmpvar_66 = 1.0;
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outColor_28.w = vec4(tmpvar_66).w;
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}
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void TerrainBillboardGrass (
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inout vec4 pos_67,
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in vec2 offset_68
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)
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{
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vec3 grasspos_69;
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vec3 tmpvar_70;
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tmpvar_70 = (pos_67.xyz - _CameraPosition.xyz);
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grasspos_69 = tmpvar_70;
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float tmpvar_71;
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tmpvar_71 = dot (grasspos_69, grasspos_69);
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if ((tmpvar_71 > _WaveAndDistance.w)) {
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vec2 tmpvar_72;
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tmpvar_72 = vec2(0.0, 0.0);
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offset_68 = tmpvar_72;
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};
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vec3 tmpvar_73;
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tmpvar_73 = (pos_67.xyz + (offset_68.x * _CameraRight.xyz));
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pos_67.xyz = tmpvar_73.xyz.xyz;
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vec3 tmpvar_74;
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tmpvar_74 = (pos_67.xyz + (offset_68.y * _CameraUp.xyz));
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pos_67.xyz = tmpvar_74.xyz.xyz;
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}
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void vert (
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inout appdata_full v_75
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)
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{
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vec4 color_76;
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float waveAmount_77;
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TerrainBillboardGrass (v_75.vertex, v_75.tangent.xy);
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float tmpvar_78;
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tmpvar_78 = v_75.tangent.y;
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waveAmount_77 = tmpvar_78;
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TerrainWaveGrass (v_75.vertex, waveAmount_77, v_75.color.xyz, color_76);
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vec4 tmpvar_79;
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tmpvar_79 = color_76;
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v_75.color = tmpvar_79;
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}
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v2f_surf vert_surf (
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in appdata_full v_80
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)
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{
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v2f_surf o_81;
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vert (v_80);
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vec2 tmpvar_82;
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tmpvar_82 = ((v_80.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o_81.hip_pack0 = tmpvar_82.xy.xy;
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vec4 tmpvar_83;
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tmpvar_83 = v_80.color;
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o_81.lop_color = tmpvar_83;
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vec4 tmpvar_84;
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tmpvar_84 = (gl_ModelViewProjectionMatrix * v_80.vertex);
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o_81.pos = tmpvar_84;
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float tmpvar_85;
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tmpvar_85 = (o_81.pos.z + unity_LightShadowBias.x);
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o_81.pos.z = vec3(tmpvar_85).z;
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if ((o_81.pos.z < -(o_81.pos.w))) {
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float tmpvar_86;
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tmpvar_86 = -(o_81.pos.w);
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o_81.pos.z = vec3(tmpvar_86).z;
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};
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return o_81;
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}
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void main ()
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{
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appdata_full xlt_v_87;
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v2f_surf xl_retval_88;
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vec4 tmpvar_89;
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tmpvar_89 = gl_Vertex.xyzw;
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vec4 tmpvar_90;
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tmpvar_90 = tmpvar_89;
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xlt_v_87.vertex = tmpvar_90;
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vec4 tmpvar_91;
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tmpvar_91 = TANGENT.xyzw;
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vec4 tmpvar_92;
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tmpvar_92 = tmpvar_91;
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xlt_v_87.tangent = tmpvar_92;
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vec3 tmpvar_93;
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tmpvar_93 = gl_Normal.xyz;
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vec3 tmpvar_94;
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tmpvar_94 = tmpvar_93;
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xlt_v_87.normal = tmpvar_94;
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vec4 tmpvar_95;
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tmpvar_95 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_96;
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tmpvar_96 = tmpvar_95;
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xlt_v_87.texcoord = tmpvar_96;
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vec4 tmpvar_97;
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tmpvar_97 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_98;
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tmpvar_98 = tmpvar_97;
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xlt_v_87.texcoord1 = tmpvar_98;
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vec4 tmpvar_99;
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tmpvar_99 = gl_Color.xyzw;
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vec4 tmpvar_100;
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tmpvar_100 = tmpvar_99;
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xlt_v_87.color = tmpvar_100;
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v2f_surf tmpvar_101;
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tmpvar_101 = vert_surf (xlt_v_87);
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v2f_surf tmpvar_102;
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tmpvar_102 = tmpvar_101;
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xl_retval_88 = tmpvar_102;
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vec4 tmpvar_103;
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tmpvar_103 = xl_retval_88.pos.xyzw;
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vec4 tmpvar_104;
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tmpvar_104 = tmpvar_103;
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gl_Position = tmpvar_104;
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vec4 tmpvar_105;
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tmpvar_105.zw = vec2(0.0, 0.0);
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tmpvar_105.xy = xl_retval_88.hip_pack0.xy;
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vec4 tmpvar_106;
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tmpvar_106 = tmpvar_105;
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gl_TexCoord[1] = tmpvar_106;
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vec4 tmpvar_107;
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tmpvar_107 = xl_retval_88.lop_color.xyzw;
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vec4 tmpvar_108;
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tmpvar_108 = tmpvar_107;
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gl_FrontColor = tmpvar_108;
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}
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