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https://github.com/scratchfoundation/bgfx.git
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34 lines
1.1 KiB
Text
34 lines
1.1 KiB
Text
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[2].xyz;
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vec4 light_2;
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vec2 tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
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vec4 normal_5;
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normal_5.xy = ((texture2D (_BumpMap, tmpvar_3).wy * 2.0) - 1.0);
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normal_5.z = sqrt(((1.0 -
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(normal_5.x * normal_5.x)
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) - (normal_5.y * normal_5.y)));
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vec4 tmpvar_6;
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tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_2.w = tmpvar_6.w;
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light_2.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
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vec4 c_7;
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float tmpvar_8;
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tmpvar_8 = (tmpvar_6.w * tmpvar_4.w);
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c_7.xyz = (((tmpvar_4.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * tmpvar_8));
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c_7.w = ((tmpvar_4.w * _Color.w) + (tmpvar_8 * _SpecColor.w));
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gl_FragData[0] = c_7;
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}
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// inputs: 1, stats: 23 alu 5 tex 0 flow
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