mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
148 lines
5.9 KiB
Text
148 lines
5.9 KiB
Text
struct appdata_full {
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highp vec4 vertex;
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highp vec4 tangent;
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highp vec3 normal;
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highp vec4 texcoord;
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highp vec4 texcoord1;
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highp vec4 color;
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};
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struct v2f_surf {
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highp vec4 pos;
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highp vec2 hip_pack0;
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highp vec4 lop_color;
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highp vec3 lightDir;
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highp vec3 viewDir;
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highp vec2 _LightCoord;
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};
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uniform highp mat4 _LightMatrix0;
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uniform highp vec4 _MainTex_ST;
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uniform highp mat4 _Object2World;
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uniform highp vec4 _Scale;
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uniform highp float _SquashAmount;
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uniform highp vec4 _SquashPlaneNormal;
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uniform highp vec4 _Time;
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uniform highp vec4 _Wind;
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uniform highp mat4 _World2Object;
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uniform highp vec3 _WorldSpaceCameraPos;
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uniform highp vec4 _WorldSpaceLightPos0;
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uniform highp mat4 glstate_matrix_invtrans_modelview0;
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uniform highp mat4 glstate_matrix_mvp;
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uniform highp vec4 unity_Scale;
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highp vec4 Squash( in highp vec4 pos );
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void ExpandBillboard( in highp mat4 mat, inout highp vec4 pos, inout highp vec3 normal, inout highp vec4 tangent );
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highp vec4 TriangleWave( in highp vec4 x );
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highp vec4 SmoothCurve( in highp vec4 x );
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highp vec4 SmoothTriangleWave( in highp vec4 x );
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highp vec4 AnimateVertex( in highp vec4 pos, in highp vec3 normal, in highp vec4 animParams );
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void TreeVertLeaf( inout appdata_full v );
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highp vec3 ObjSpaceViewDir( in highp vec4 v );
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highp vec3 ObjSpaceLightDir( in highp vec4 v );
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v2f_surf xlat_main( in appdata_full v );
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highp vec4 Squash( in highp vec4 pos ) {
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highp vec3 planeNormal;
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highp vec3 projectedVertex;
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planeNormal = _SquashPlaneNormal.xyz ;
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projectedVertex = (pos.xyz - ((dot( planeNormal, vec3( pos)) + _SquashPlaneNormal.w ) * planeNormal));
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pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
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return pos;
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}
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void ExpandBillboard( in highp mat4 mat, inout highp vec4 pos, inout highp vec3 normal, inout highp vec4 tangent ) {
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highp float isBillboard;
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highp vec3 norb;
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highp vec3 tanb;
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isBillboard = (1.00000 - abs( tangent.w ));
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norb = vec3( normalize( ( vec4( normal, 0.000000) * mat ) ));
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tanb = vec3( normalize( ( vec4( tangent.xyz , 0.000000) * mat ) ));
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pos += (( vec4( normal.xy , 0.000000, 0.000000) * mat ) * isBillboard);
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normal = mix( normal, norb, vec3( isBillboard));
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tangent = mix( tangent, vec4( tanb, -1.00000), vec4( isBillboard));
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}
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highp vec4 TriangleWave( in highp vec4 x ) {
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return abs( ((fract( (x + 0.500000) ) * 2.00000) - 1.00000) );
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}
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highp vec4 SmoothCurve( in highp vec4 x ) {
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return ((x * x) * (3.00000 - (2.00000 * x)));
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}
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highp vec4 SmoothTriangleWave( in highp vec4 x ) {
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return SmoothCurve( TriangleWave( x));
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}
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highp vec4 AnimateVertex( in highp vec4 pos, in highp vec3 normal, in highp vec4 animParams ) {
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highp float fDetailAmp = 0.100000;
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highp float fBranchAmp = 0.300000;
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highp float fObjPhase;
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highp float fBranchPhase;
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highp float fVtxPhase;
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highp vec2 vWavesIn;
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highp vec4 vWaves;
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highp vec2 vWavesSum;
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highp vec3 bend;
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fObjPhase = dot( _Object2World[ 3 ].xyz , vec3( 1.00000));
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fBranchPhase = (fObjPhase + animParams.x );
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fVtxPhase = dot( pos.xyz , vec3( (animParams.y + fBranchPhase)));
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vWavesIn = (_Time.yy + vec2( fVtxPhase, fBranchPhase));
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vWaves = ((fract( (vWavesIn.xxyy * vec4( 1.97500, 0.793000, 0.375000, 0.193000)) ) * 2.00000) - 1.00000);
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vWaves = SmoothTriangleWave( vWaves);
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vWavesSum = (vWaves.xz + vWaves.yw );
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bend = ((animParams.y * fDetailAmp) * normal.xyz );
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bend.y = (animParams.w * fBranchAmp);
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pos.xyz += (((vWavesSum.xyx * bend) + ((_Wind.xyz * vWavesSum.y ) * animParams.w )) * _Wind.w );
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pos.xyz += (animParams.z * _Wind.xyz );
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return pos;
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}
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void TreeVertLeaf( inout appdata_full v ) {
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ExpandBillboard( glstate_matrix_invtrans_modelview0, v.vertex, v.normal, v.tangent);
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v.vertex.xyz *= _Scale.xyz ;
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v.vertex = AnimateVertex( v.vertex, v.normal, vec4( v.color.xy , v.texcoord1.xy ));
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v.vertex = Squash( v.vertex);
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v.color = vec4( 1.00000, 1.00000, 1.00000, v.color.w );
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v.normal = normalize( v.normal );
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v.tangent.xyz = normalize( v.tangent.xyz );
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}
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highp vec3 ObjSpaceViewDir( in highp vec4 v ) {
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highp vec3 objSpaceCameraPos;
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objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
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return (objSpaceCameraPos - v.xyz );
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}
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highp vec3 ObjSpaceLightDir( in highp vec4 v ) {
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highp vec3 objSpaceLightPos;
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objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
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return objSpaceLightPos.xyz ;
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}
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v2f_surf xlat_main( in appdata_full v ) {
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v2f_surf o;
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highp vec3 binormal;
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highp mat3 rotation;
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TreeVertLeaf( v);
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o.pos = ( glstate_matrix_mvp * v.vertex );
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o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
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o.lop_color = v.color;
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binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
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rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
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o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
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o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
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o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) ).xy ;
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return o;
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}
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attribute vec4 TANGENT;
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varying highp vec2 xlv_TEXCOORD0;
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varying highp vec4 xlv_COLOR0;
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varying highp vec3 xlv_TEXCOORD1;
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varying highp vec3 xlv_TEXCOORD2;
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varying highp vec2 xlv_TEXCOORD3;
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void main() {
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v2f_surf xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
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xlt_v.color = vec4( gl_Color);
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xl_retval = xlat_main( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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xlv_TEXCOORD0 = vec2( xl_retval.hip_pack0);
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xlv_COLOR0 = vec4( xl_retval.lop_color);
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xlv_TEXCOORD1 = vec3( xl_retval.lightDir);
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xlv_TEXCOORD2 = vec3( xl_retval.viewDir);
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xlv_TEXCOORD3 = vec2( xl_retval._LightCoord);
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}
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