mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
85 lines
2.1 KiB
Text
85 lines
2.1 KiB
Text
#version 300 es
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// Tree Creator Optimized Bark surface shader from Unity 4.x,
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// shadow caster pass. Used to not do dead code elimination
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// properly, i.e. was leaving normal map sample in the fragment shader.
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#define gl_FragColor _glesFragData[0]
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#define gl_FragData _glesFragData
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layout(location = 0) out mediump vec4 _glesFragData[4];
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float xll_saturate_f( float x) {
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return clamp( x, 0.0, 1.0);
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}
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struct SurfaceOutput {
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lowp vec3 Albedo;
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lowp vec3 Normal;
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lowp vec3 Emission;
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mediump float Specular;
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lowp float Gloss;
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lowp float Alpha;
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};
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struct LeafSurfaceOutput {
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lowp vec3 Albedo;
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lowp vec3 Normal;
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lowp vec3 Emission;
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lowp float Translucency;
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mediump float Specular;
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lowp float Gloss;
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lowp float Alpha;
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};
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struct Input {
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highp vec2 uv_MainTex;
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lowp vec4 color;
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};
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struct v2f_surf {
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highp vec4 pos;
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};
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uniform lowp vec4 _Color;
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uniform lowp vec3 _TranslucencyColor;
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uniform lowp float _TranslucencyViewDependency;
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uniform mediump float _ShadowStrength;
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uniform sampler2D _MainTex;
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uniform sampler2D _BumpSpecMap;
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uniform sampler2D _TranslucencyMap;
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lowp vec3 UnpackNormalDXT5nm( in lowp vec4 packednormal ) {
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lowp vec3 normal;
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normal.xy = ((packednormal.wy * 2.0) - 1.0);
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normal.z = sqrt((1.0 - xll_saturate_f(dot( normal.xy, normal.xy))));
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return normal;
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}
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void surf( in Input IN, inout SurfaceOutput o ) {
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lowp vec4 c = texture( _MainTex, IN.uv_MainTex);
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o.Albedo = ((c.xyz * _Color.xyz) * IN.color.w);
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lowp vec4 trngls = texture( _TranslucencyMap, IN.uv_MainTex);
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o.Gloss = (trngls.w * _Color.x);
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o.Alpha = c.w;
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mediump vec4 norspc = texture( _BumpSpecMap, IN.uv_MainTex);
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o.Specular = norspc.x;
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o.Normal = UnpackNormalDXT5nm( norspc);
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}
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lowp vec4 frag_surf( in v2f_surf IN ) {
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Input surfIN;
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SurfaceOutput o;
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o.Albedo = vec3(0.0);
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o.Emission = vec3(0.0);
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o.Specular = 0.0;
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o.Alpha = 0.0;
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o.Gloss = 0.0;
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surf (surfIN, o);
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return vec4(0.0);
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}
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void main() {
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lowp vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4(xl_retval);
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}
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