mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
290 lines
6.7 KiB
Text
290 lines
6.7 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec2 uv_BumpMap;
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vec3 worldRefl;
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vec3 viewDir;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec4 hip_pack0;
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vec3 viewDir;
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vec3 lightDir;
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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform vec4 _ReflectColor;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform samplerCube _Cube;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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vec2 ParallaxOffset (
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in float h_6,
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in float height_7,
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in vec3 viewDir_8
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)
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{
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vec3 v_9;
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float tmpvar_10;
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tmpvar_10 = ((h_6 * height_7) - (height_7 / 2.0));
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h_6 = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = normalize (viewDir_8);
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vec3 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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v_9 = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = (v_9.z + 0.42);
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v_9.z = vec3(tmpvar_13).z;
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return (h_6 * (v_9.xy / v_9.z));
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}
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void surf (
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in Input IN_14,
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inout SurfaceOutput o_15
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)
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{
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vec4 reflcol_16;
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vec3 worldRefl_17;
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vec4 tex_18;
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vec2 offset_19;
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float h_20;
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vec4 tmpvar_21;
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tmpvar_21 = texture2D (_ParallaxMap, IN_14.uv_BumpMap);
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float tmpvar_22;
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tmpvar_22 = tmpvar_21.w;
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h_20 = tmpvar_22;
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vec2 tmpvar_23;
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tmpvar_23 = ParallaxOffset (h_20, _Parallax, IN_14.viewDir);
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vec2 tmpvar_24;
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tmpvar_24 = tmpvar_23;
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offset_19 = tmpvar_24;
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vec2 tmpvar_25;
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tmpvar_25 = (IN_14.uv_MainTex + offset_19);
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IN_14.uv_MainTex = tmpvar_25;
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vec2 tmpvar_26;
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tmpvar_26 = (IN_14.uv_BumpMap + offset_19);
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IN_14.uv_BumpMap = tmpvar_26;
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vec4 tmpvar_27;
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tmpvar_27 = texture2D (_MainTex, IN_14.uv_MainTex);
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vec4 tmpvar_28;
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tmpvar_28 = tmpvar_27;
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tex_18 = tmpvar_28;
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vec3 tmpvar_29;
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tmpvar_29 = (tex_18.xyz * _Color.xyz);
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o_15.Albedo = tmpvar_29;
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float tmpvar_30;
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tmpvar_30 = tex_18.w;
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o_15.Gloss = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = _Shininess;
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o_15.Specular = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = texture2D (_BumpMap, IN_14.uv_BumpMap);
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vec4 tmpvar_33;
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tmpvar_33 = UnpackNormal (tmpvar_32);
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vec3 tmpvar_34;
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tmpvar_34 = tmpvar_33.xyz;
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vec3 tmpvar_35;
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tmpvar_35 = tmpvar_34;
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o_15.Normal = tmpvar_35;
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vec3 tmpvar_36;
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tmpvar_36 = IN_14.worldRefl;
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worldRefl_17 = tmpvar_36;
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vec4 tmpvar_37;
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tmpvar_37 = textureCube (_Cube, worldRefl_17);
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vec4 tmpvar_38;
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tmpvar_38 = tmpvar_37;
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reflcol_16 = tmpvar_38;
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vec4 tmpvar_39;
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tmpvar_39 = (reflcol_16 * tex_18.w);
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reflcol_16 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = (reflcol_16.xyz * _ReflectColor.xyz);
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o_15.Emission = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = (reflcol_16.w * _ReflectColor.w);
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o_15.Alpha = tmpvar_41;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput s_42,
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in vec3 lightDir_43,
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in vec3 viewDir_44,
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in float atten_45
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)
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{
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vec4 c_46;
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float spec_47;
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float nh_48;
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float diff_49;
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vec3 h_50;
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vec3 tmpvar_51;
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tmpvar_51 = normalize ((lightDir_43 + viewDir_44));
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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h_50 = tmpvar_52;
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float tmpvar_53;
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tmpvar_53 = dot (s_42.Normal, lightDir_43);
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float tmpvar_54;
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tmpvar_54 = max (0.0, tmpvar_53);
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float tmpvar_55;
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tmpvar_55 = tmpvar_54;
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diff_49 = tmpvar_55;
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float tmpvar_56;
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tmpvar_56 = dot (s_42.Normal, h_50);
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float tmpvar_57;
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tmpvar_57 = max (0.0, tmpvar_56);
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float tmpvar_58;
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tmpvar_58 = tmpvar_57;
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nh_48 = tmpvar_58;
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float tmpvar_59;
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tmpvar_59 = pow (nh_48, (s_42.Specular * 128.0));
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float tmpvar_60;
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tmpvar_60 = (tmpvar_59 * s_42.Gloss);
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spec_47 = tmpvar_60;
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vec3 tmpvar_61;
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tmpvar_61 = ((((s_42.Albedo * _LightColor0.xyz) * diff_49) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_47)) * (atten_45 * 2.0));
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c_46.xyz = tmpvar_61.xyz.xyz;
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float tmpvar_62;
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tmpvar_62 = (s_42.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_47) * atten_45));
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c_46.w = vec4(tmpvar_62).w;
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return c_46;
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}
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vec4 frag_surf (
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in v2f_surf IN_63
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)
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{
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vec4 c_64;
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vec3 lightDir_65;
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SurfaceOutput o_66;
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Input surfIN_67;
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vec2 tmpvar_68;
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tmpvar_68 = IN_63.hip_pack0.xy;
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surfIN_67.uv_MainTex = tmpvar_68;
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vec2 tmpvar_69;
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tmpvar_69 = IN_63.hip_pack0.zw;
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surfIN_67.uv_BumpMap = tmpvar_69;
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vec3 tmpvar_70;
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tmpvar_70 = IN_63.viewDir;
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surfIN_67.viewDir = tmpvar_70;
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vec3 tmpvar_71;
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tmpvar_71 = vec3(0.0, 0.0, 0.0);
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o_66.Albedo = tmpvar_71;
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vec3 tmpvar_72;
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tmpvar_72 = vec3(0.0, 0.0, 0.0);
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o_66.Emission = tmpvar_72;
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float tmpvar_73;
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tmpvar_73 = 0.0;
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o_66.Specular = tmpvar_73;
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float tmpvar_74;
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tmpvar_74 = 0.0;
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o_66.Alpha = tmpvar_74;
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float tmpvar_75;
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tmpvar_75 = 0.0;
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o_66.Gloss = tmpvar_75;
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surf (surfIN_67, o_66);
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vec3 tmpvar_76;
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tmpvar_76 = IN_63.lightDir;
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lightDir_65 = tmpvar_76;
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vec3 tmpvar_77;
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tmpvar_77 = normalize (lightDir_65);
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vec3 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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lightDir_65 = tmpvar_78;
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vec3 tmpvar_79;
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tmpvar_79 = IN_63.viewDir.xyz;
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vec3 tmpvar_80;
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tmpvar_80 = normalize (tmpvar_79);
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float tmpvar_81;
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tmpvar_81 = dot (IN_63._LightCoord, IN_63._LightCoord);
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vec2 tmpvar_82;
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tmpvar_82 = vec2(tmpvar_81);
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vec2 tmpvar_83;
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tmpvar_83 = tmpvar_82.xy;
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vec4 tmpvar_84;
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tmpvar_84 = texture2D (_LightTexture0, tmpvar_83);
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vec4 tmpvar_85;
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tmpvar_85 = LightingBlinnPhong (o_66, lightDir_65, tmpvar_80, tmpvar_84.w);
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vec4 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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c_64 = tmpvar_86;
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float tmpvar_87;
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tmpvar_87 = 0.0;
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c_64.w = vec4(tmpvar_87).w;
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return c_64;
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}
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void main ()
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{
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v2f_surf xlt_IN_88;
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vec4 xl_retval_89;
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vec4 tmpvar_90;
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tmpvar_90 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_88.pos = tmpvar_90;
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float tmpvar_91;
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tmpvar_91 = xlv_FOG.x;
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xlt_IN_88.fog = tmpvar_91;
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vec4 tmpvar_92;
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tmpvar_92 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_93;
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tmpvar_93 = tmpvar_92;
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xlt_IN_88.hip_pack0 = tmpvar_93;
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vec3 tmpvar_94;
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tmpvar_94 = gl_TexCoord[1].xyz;
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vec3 tmpvar_95;
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tmpvar_95 = tmpvar_94;
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xlt_IN_88.viewDir = tmpvar_95;
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vec3 tmpvar_96;
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tmpvar_96 = gl_TexCoord[2].xyz;
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vec3 tmpvar_97;
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tmpvar_97 = tmpvar_96;
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xlt_IN_88.lightDir = tmpvar_97;
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vec3 tmpvar_98;
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tmpvar_98 = gl_TexCoord[3].xyz;
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vec3 tmpvar_99;
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tmpvar_99 = tmpvar_98;
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xlt_IN_88._LightCoord = tmpvar_99;
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vec4 tmpvar_100;
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tmpvar_100 = frag_surf (xlt_IN_88);
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vec4 tmpvar_101;
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tmpvar_101 = tmpvar_100;
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xl_retval_89 = tmpvar_101;
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vec4 tmpvar_102;
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tmpvar_102 = xl_retval_89.xyzw;
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vec4 tmpvar_103;
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tmpvar_103 = tmpvar_102;
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gl_FragData[0] = tmpvar_103;
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}
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