mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
75 lines
2.4 KiB
Text
75 lines
2.4 KiB
Text
varying vec4 xlv_FOG;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 unity_LightmapST;
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uniform vec4 unity_LightmapFade;
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _World2Object;
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uniform vec4 _ProjectionParams;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform vec4 _BumpMap_ST;
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void main ()
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{
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vec4 tmpvar_1;
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vec3 tmpvar_2;
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vec4 tmpvar_3;
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tmpvar_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
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vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = _WorldSpaceCameraPos;
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mat3 tmpvar_5;
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tmpvar_5[0] = _Object2World[0].xyz;
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tmpvar_5[1] = _Object2World[1].xyz;
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tmpvar_5[2] = _Object2World[2].xyz;
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vec3 tmpvar_6;
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tmpvar_6 = (tmpvar_5 * (gl_Vertex.xyz - ((_World2Object * tmpvar_4).xyz * unity_Scale.w)));
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vec3 tmpvar_7;
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tmpvar_7 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_8;
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tmpvar_8[0].x = TANGENT.x;
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tmpvar_8[0].y = tmpvar_7.x;
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tmpvar_8[0].z = gl_Normal.x;
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tmpvar_8[1].x = TANGENT.y;
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tmpvar_8[1].y = tmpvar_7.y;
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tmpvar_8[1].z = gl_Normal.y;
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tmpvar_8[2].x = TANGENT.z;
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tmpvar_8[2].y = tmpvar_7.z;
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tmpvar_8[2].z = gl_Normal.z;
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vec4 tmpvar_9;
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tmpvar_9.xyz = (tmpvar_8 * _Object2World[0].xyz);
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tmpvar_9.w = tmpvar_6.x;
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vec4 tmpvar_10;
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tmpvar_10.xyz = (tmpvar_8 * _Object2World[1].xyz);
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tmpvar_10.w = tmpvar_6.y;
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vec4 tmpvar_11;
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tmpvar_11.xyz = (tmpvar_8 * _Object2World[2].xyz);
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tmpvar_11.w = tmpvar_6.z;
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vec4 o_12;
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vec4 tmpvar_13;
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tmpvar_13 = (tmpvar_3 * 0.5);
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vec2 tmpvar_14;
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tmpvar_14.x = tmpvar_13.x;
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tmpvar_14.y = (tmpvar_13.y * _ProjectionParams.x);
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o_12.xy = (tmpvar_14 + tmpvar_13.w);
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o_12.zw = tmpvar_3.zw;
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tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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tmpvar_2.z = ((-((gl_ModelViewMatrix * gl_Vertex).z) * unity_LightmapFade.z) + unity_LightmapFade.w);
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gl_Position = tmpvar_3;
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vec4 tmpvar_15;
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tmpvar_15.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_15.x = tmpvar_3.z;
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xlv_FOG = tmpvar_15;
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gl_TexCoord[0] = tmpvar_1;
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gl_TexCoord[1] = o_12;
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gl_TexCoord[2] = (tmpvar_9 * unity_Scale.w);
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gl_TexCoord[3] = (tmpvar_10 * unity_Scale.w);
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gl_TexCoord[4] = (tmpvar_11 * unity_Scale.w);
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vec4 tmpvar_16;
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tmpvar_16.w = 0.0;
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tmpvar_16.xyz = tmpvar_2;
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gl_TexCoord[5] = tmpvar_16;
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}
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