mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
237 lines
5.3 KiB
Text
237 lines
5.3 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_Illum;
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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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vec2 hip_pack0;
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vec3 normal;
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vec3 lightDir;
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vec3 viewDir;
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vec4 _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 sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform sampler2D _Illum;
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uniform vec4 _Color;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 c_3;
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vec4 tex_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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tex_4 = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = (tex_4 * _Color);
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c_3 = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = c_3.xyz;
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o_2.Albedo = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_Illum, IN_1.uv_Illum);
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vec3 tmpvar_10;
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tmpvar_10 = (c_3.xyz * tmpvar_9.w);
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o_2.Emission = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = tex_4.w;
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o_2.Gloss = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = c_3.w;
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o_2.Alpha = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = _Shininess;
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o_2.Specular = tmpvar_13;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_14
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)
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{
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vec4 tmpvar_15;
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tmpvar_15 = texture2D (_LightTexture0, ((LightCoord_14.xy / LightCoord_14.w) + 0.5));
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return tmpvar_15.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_16
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)
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{
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float tmpvar_17;
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tmpvar_17 = dot (LightCoord_16, LightCoord_16);
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vec2 tmpvar_18;
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tmpvar_18 = vec2(tmpvar_17);
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vec2 tmpvar_19;
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tmpvar_19 = tmpvar_18.xy;
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vec4 tmpvar_20;
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tmpvar_20 = texture2D (_LightTextureB0, tmpvar_19);
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return tmpvar_20.w;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput s_21,
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in vec3 lightDir_22,
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in vec3 viewDir_23,
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in float atten_24
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)
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{
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vec4 c_25;
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float spec_26;
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float nh_27;
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float diff_28;
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vec3 h_29;
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vec3 tmpvar_30;
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tmpvar_30 = normalize ((lightDir_22 + viewDir_23));
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vec3 tmpvar_31;
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tmpvar_31 = tmpvar_30;
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h_29 = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = dot (s_21.Normal, lightDir_22);
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float tmpvar_33;
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tmpvar_33 = max (0.0, tmpvar_32);
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float tmpvar_34;
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tmpvar_34 = tmpvar_33;
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diff_28 = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = dot (s_21.Normal, h_29);
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float tmpvar_36;
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tmpvar_36 = max (0.0, tmpvar_35);
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float tmpvar_37;
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tmpvar_37 = tmpvar_36;
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nh_27 = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = pow (nh_27, (s_21.Specular * 128.0));
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float tmpvar_39;
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tmpvar_39 = (tmpvar_38 * s_21.Gloss);
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spec_26 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = ((((s_21.Albedo * _LightColor0.xyz) * diff_28) + ((_LightColor0.xyz * _SpecColor.xyz) * spec_26)) * (atten_24 * 2.0));
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c_25.xyz = tmpvar_40.xyz.xyz;
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float tmpvar_41;
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tmpvar_41 = (s_21.Alpha + (((_LightColor0.w * _SpecColor.w) * spec_26) * atten_24));
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c_25.w = vec4(tmpvar_41).w;
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return c_25;
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}
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vec4 frag_surf (
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in v2f_surf IN_42
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)
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{
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vec4 c_43;
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vec3 lightDir_44;
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SurfaceOutput o_45;
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Input surfIN_46;
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vec2 tmpvar_47;
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tmpvar_47 = IN_42.hip_pack0.xy;
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surfIN_46.uv_MainTex = tmpvar_47;
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vec3 tmpvar_48;
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tmpvar_48 = vec3(0.0, 0.0, 0.0);
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o_45.Albedo = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = vec3(0.0, 0.0, 0.0);
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o_45.Emission = tmpvar_49;
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float tmpvar_50;
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tmpvar_50 = 0.0;
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o_45.Specular = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = 0.0;
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o_45.Alpha = tmpvar_51;
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float tmpvar_52;
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tmpvar_52 = 0.0;
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o_45.Gloss = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = IN_42.normal;
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o_45.Normal = tmpvar_53;
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surf (surfIN_46, o_45);
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vec3 tmpvar_54;
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tmpvar_54 = IN_42.lightDir;
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lightDir_44 = tmpvar_54;
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vec3 tmpvar_55;
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tmpvar_55 = normalize (lightDir_44);
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vec3 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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lightDir_44 = tmpvar_56;
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vec3 tmpvar_57;
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tmpvar_57 = IN_42.viewDir.xyz;
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vec3 tmpvar_58;
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tmpvar_58 = normalize (tmpvar_57);
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float tmpvar_59;
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tmpvar_59 = UnitySpotCookie (IN_42._LightCoord);
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float tmpvar_60;
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tmpvar_60 = UnitySpotAttenuate (IN_42._LightCoord.xyz);
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vec4 tmpvar_61;
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tmpvar_61 = LightingBlinnPhong (o_45, lightDir_44, tmpvar_58, ((float((IN_42._LightCoord.z > 0.0)) * tmpvar_59) * tmpvar_60));
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vec4 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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c_43 = tmpvar_62;
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float tmpvar_63;
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tmpvar_63 = 0.0;
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c_43.w = vec4(tmpvar_63).w;
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return c_43;
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}
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void main ()
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{
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v2f_surf xlt_IN_64;
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vec4 xl_retval_65;
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vec4 tmpvar_66;
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tmpvar_66 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_64.pos = tmpvar_66;
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float tmpvar_67;
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tmpvar_67 = xlv_FOG.x;
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xlt_IN_64.fog = tmpvar_67;
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vec2 tmpvar_68;
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tmpvar_68 = gl_TexCoord[0].xy;
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vec2 tmpvar_69;
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tmpvar_69 = tmpvar_68;
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xlt_IN_64.hip_pack0 = tmpvar_69;
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vec3 tmpvar_70;
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tmpvar_70 = gl_TexCoord[1].xyz;
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vec3 tmpvar_71;
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tmpvar_71 = tmpvar_70;
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xlt_IN_64.normal = tmpvar_71;
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vec3 tmpvar_72;
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tmpvar_72 = gl_TexCoord[2].xyz;
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vec3 tmpvar_73;
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tmpvar_73 = tmpvar_72;
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xlt_IN_64.lightDir = tmpvar_73;
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vec3 tmpvar_74;
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tmpvar_74 = gl_TexCoord[3].xyz;
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vec3 tmpvar_75;
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tmpvar_75 = tmpvar_74;
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xlt_IN_64.viewDir = tmpvar_75;
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vec4 tmpvar_76;
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tmpvar_76 = gl_TexCoord[4].xyzw;
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vec4 tmpvar_77;
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tmpvar_77 = tmpvar_76;
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xlt_IN_64._LightCoord = tmpvar_77;
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vec4 tmpvar_78;
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tmpvar_78 = frag_surf (xlt_IN_64);
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vec4 tmpvar_79;
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tmpvar_79 = tmpvar_78;
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xl_retval_65 = tmpvar_79;
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vec4 tmpvar_80;
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tmpvar_80 = xl_retval_65.xyzw;
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vec4 tmpvar_81;
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tmpvar_81 = tmpvar_80;
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gl_FragData[0] = tmpvar_81;
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}
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