mirror of
https://github.com/scratchfoundation/bgfx.git
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136 lines
3.9 KiB
Text
136 lines
3.9 KiB
Text
#version 300 es
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// A variant produced by Unity's directional lightmap;
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// has an inline medium precision matrix constructor,
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// but even if unity_DirBasis is declared as mediump
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// some code was promoting it to high precision.
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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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mat3 xll_transpose_mf3x3(mat3 m) {
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return mat3( m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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vec3 xll_saturate_vf3( vec3 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 Input {
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highp vec2 uv_MainTex;
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};
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struct v2f_surf {
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highp vec4 pos;
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highp vec2 pack0;
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lowp vec3 tSpace0;
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lowp vec3 tSpace1;
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lowp vec3 tSpace2;
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highp vec4 lmap;
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};
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uniform mediump vec4 _WorldSpaceLightPos0;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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uniform lowp vec4 _LightColor0;
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uniform lowp vec4 _SpecColor;
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uniform sampler2D _MainTex;
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uniform highp vec4 _MainTex_ST;
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lowp vec3 DecodeLightmapDoubleLDR( in lowp vec4 color ) {
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return (2.0 * color.xyz);
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}
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lowp vec3 DecodeLightmap( in lowp vec4 color ) {
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return DecodeLightmapDoubleLDR( color);
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}
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mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
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mediump vec3 lm = DecodeLightmap( color);
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scalePerBasisVector = DecodeLightmap( scale);
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if (surfFuncWritesNormal){
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mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
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lm *= dot( normalInRnmBasis, scalePerBasisVector);
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}
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return lm;
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}
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mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
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mediump mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.8164966, 0.0, 0.5773503), vec3( -0.4082483, 0.7071068, 0.5773503), vec3( -0.4082483, -0.7071068, 0.5773503)));
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mediump vec3 scalePerBasisVector;
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mediump vec4 c;
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c.xyz = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
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c.w = 0.0;
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return c;
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}
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void surf( in Input IN, inout SurfaceOutput o ) {
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mediump vec4 c = texture( _MainTex, IN.uv_MainTex);
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o.Albedo = c.xyz;
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o.Alpha = c.w;
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o.Normal = ((c.xyz * 2.0) - 1.0);
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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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surfIN.uv_MainTex = IN.pack0.xy;
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highp vec3 lightDir = _WorldSpaceLightPos0.xyz;
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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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lowp vec3 normalWorldVertex = vec3( 0.0, 0.0, 1.0);
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surf( surfIN, o);
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lowp float atten = 1.0;
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lowp vec4 c = vec4( 0.0);
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lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
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lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
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mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, true).xyz;
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lowp vec3 worldN;
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worldN.x = dot( IN.tSpace0.xyz, o.Normal);
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worldN.y = dot( IN.tSpace1.xyz, o.Normal);
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worldN.z = dot( IN.tSpace2.xyz, o.Normal);
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o.Normal = worldN;
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c.w = o.Alpha;
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c.xyz += (o.Albedo * lm);
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c.w = 1.0;
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return c;
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}
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in highp vec2 xlv_TEXCOORD0;
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in lowp vec3 xlv_TEXCOORD1;
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in lowp vec3 xlv_TEXCOORD2;
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in lowp vec3 xlv_TEXCOORD3;
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in highp vec4 xlv_TEXCOORD4;
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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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xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
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xlt_IN.tSpace0 = vec3(xlv_TEXCOORD1);
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xlt_IN.tSpace1 = vec3(xlv_TEXCOORD2);
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xlt_IN.tSpace2 = vec3(xlv_TEXCOORD3);
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xlt_IN.lmap = vec4(xlv_TEXCOORD4);
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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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