mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
185 lines
4.3 KiB
Text
185 lines
4.3 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 {
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vec4 pos;
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vec2 uv;
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vec3 color;
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};
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uniform vec4 _TerrainTreeLightColors[4];
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uniform vec3 _TerrainTreeLightDirections[4];
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attribute vec4 TANGENT;
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void ExpandBillboard (
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in mat4 mat_1,
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inout vec4 pos_2,
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inout vec3 normal_3,
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inout vec4 tangent_4
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)
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{
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vec3 tanb_5;
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vec3 norb_6;
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float isBillboard_7;
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float tmpvar_8;
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tmpvar_8 = abs (tangent_4.w);
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float tmpvar_9;
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tmpvar_9 = (1.0 - tmpvar_8);
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isBillboard_7 = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10.w = 0.0;
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tmpvar_10.xyz = normal_3.xyz;
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vec4 tmpvar_11;
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tmpvar_11 = normalize ((tmpvar_10 * mat_1));
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vec3 tmpvar_12;
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tmpvar_12 = tmpvar_11.xyz;
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vec3 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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norb_6 = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14.yw = vec2(0.0, 0.0);
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tmpvar_14.x = normal_3.z;
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tmpvar_14.z = -(normal_3.x);
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vec4 tmpvar_15;
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tmpvar_15 = normalize ((tmpvar_14 * mat_1));
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vec3 tmpvar_16;
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tmpvar_16 = tmpvar_15.xyz;
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vec3 tmpvar_17;
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tmpvar_17 = tmpvar_16;
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tanb_5 = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18 = (pos_2 + ((tangent_4 * mat_1) * isBillboard_7));
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pos_2 = tmpvar_18;
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vec3 tmpvar_19;
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tmpvar_19 = vec3(isBillboard_7);
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vec3 tmpvar_20;
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tmpvar_20 = mix (normal_3, norb_6, tmpvar_19);
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_20;
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normal_3 = tmpvar_21;
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vec4 tmpvar_22;
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tmpvar_22.w = -1.0;
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tmpvar_22.xyz = tanb_5.xyz;
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vec4 tmpvar_23;
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tmpvar_23 = vec4(isBillboard_7);
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vec4 tmpvar_24;
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tmpvar_24 = mix (tangent_4, tmpvar_22, tmpvar_23);
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vec4 tmpvar_25;
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tmpvar_25 = tmpvar_24;
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tangent_4 = tmpvar_25;
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}
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v2f vert (
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in appdata_full v_26
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)
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{
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float diff_27;
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vec3 lightDir_28;
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int i_29;
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vec3 lightColor_30;
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v2f o_31;
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int tmpvar_32;
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tmpvar_32 = 0;
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i_29 = tmpvar_32;
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ExpandBillboard (gl_ModelViewMatrixInverseTranspose, v_26.vertex, v_26.normal, v_26.tangent);
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vec4 tmpvar_33;
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tmpvar_33 = (gl_ModelViewProjectionMatrix * v_26.vertex);
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o_31.pos = tmpvar_33;
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vec2 tmpvar_34;
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tmpvar_34 = v_26.texcoord.xy;
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o_31.uv = tmpvar_34;
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vec3 tmpvar_35;
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tmpvar_35 = gl_LightModel.ambient.xyz;
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lightColor_30 = tmpvar_35;
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while (true) {
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if (!((i_29 < 4))) {
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break;
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};
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vec3 tmpvar_36;
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tmpvar_36 = _TerrainTreeLightDirections[i_29];
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lightDir_28 = tmpvar_36.xyz.xyz;
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float tmpvar_37;
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tmpvar_37 = dot (lightDir_28.xyz, v_26.normal);
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float tmpvar_38;
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tmpvar_38 = max (0.0, ((tmpvar_37 * 0.5) + 0.5));
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float tmpvar_39;
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tmpvar_39 = tmpvar_38;
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diff_27 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = (_TerrainTreeLightColors[i_29] * diff_27).xyz;
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vec3 tmpvar_41;
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tmpvar_41 = (lightColor_30 + tmpvar_40);
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lightColor_30 = tmpvar_41;
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int _post_incdec_tmp_42;
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_post_incdec_tmp_42 = i_29;
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int tmpvar_43;
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tmpvar_43 = (i_29 + 1);
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i_29 = tmpvar_43;
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};
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vec3 tmpvar_44;
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tmpvar_44 = (lightColor_30 * v_26.color.w);
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o_31.color = tmpvar_44;
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return o_31;
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}
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void main ()
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{
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appdata_full xlt_v_45;
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v2f xl_retval_46;
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vec4 tmpvar_47;
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tmpvar_47 = gl_Vertex.xyzw;
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vec4 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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xlt_v_45.vertex = tmpvar_48;
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vec4 tmpvar_49;
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tmpvar_49 = TANGENT.xyzw;
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vec4 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_v_45.tangent = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_Normal.xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_v_45.normal = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_v_45.texcoord = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xlt_v_45.texcoord1 = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = gl_Color.xyzw;
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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xlt_v_45.color = tmpvar_58;
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v2f tmpvar_59;
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tmpvar_59 = vert (xlt_v_45);
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v2f tmpvar_60;
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tmpvar_60 = tmpvar_59;
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xl_retval_46 = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61 = xl_retval_46.pos.xyzw;
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vec4 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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gl_Position = tmpvar_62;
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vec4 tmpvar_63;
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tmpvar_63.zw = vec2(0.0, 0.0);
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tmpvar_63.xy = xl_retval_46.uv.xy;
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vec4 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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gl_TexCoord[0] = tmpvar_64;
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vec4 tmpvar_65;
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tmpvar_65.w = 0.0;
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tmpvar_65.xyz = xl_retval_46.color.xyz;
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vec4 tmpvar_66;
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tmpvar_66 = tmpvar_65;
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gl_TexCoord[1] = tmpvar_66;
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}
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