mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
118 lines
3.3 KiB
Text
118 lines
3.3 KiB
Text
mat3 xll_constructMat3( mat4 m) {
|
|
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
|
|
}
|
|
struct v2f_vertex_lit {
|
|
vec2 uv;
|
|
vec4 diff;
|
|
vec4 spec;
|
|
};
|
|
struct v2f_img {
|
|
vec4 pos;
|
|
vec2 uv;
|
|
};
|
|
struct appdata_img {
|
|
vec4 vertex;
|
|
vec2 texcoord;
|
|
};
|
|
struct SurfaceOutput {
|
|
vec3 Albedo;
|
|
vec3 Normal;
|
|
vec3 Emission;
|
|
float Specular;
|
|
float Gloss;
|
|
float Alpha;
|
|
};
|
|
struct appdata_full {
|
|
vec4 vertex;
|
|
vec4 tangent;
|
|
vec3 normal;
|
|
vec4 texcoord;
|
|
vec4 texcoord1;
|
|
vec4 color;
|
|
};
|
|
struct Input {
|
|
vec2 uv_MainTex;
|
|
};
|
|
struct v2f_surf {
|
|
vec4 pos;
|
|
float fog;
|
|
vec2 hip_pack0;
|
|
vec3 normal;
|
|
vec3 lightDir;
|
|
vec4 _LightCoord;
|
|
};
|
|
uniform mat4 _LightMatrix0;
|
|
uniform vec4 _MainTex_ST;
|
|
uniform mat4 _Object2World;
|
|
uniform vec4 _Scale;
|
|
uniform float _SquashAmount;
|
|
uniform vec4 _SquashPlaneNormal;
|
|
uniform mat4 _TerrainEngineBendTree;
|
|
uniform vec4 _WorldSpaceLightPos0;
|
|
|
|
uniform vec4 unity_Scale;
|
|
vec4 Squash( in vec4 pos );
|
|
void TerrainAnimateTree( inout vec4 pos, in float alpha );
|
|
void treevertex( inout appdata_full v );
|
|
vec3 WorldSpaceLightDir( in vec4 v );
|
|
void PositionFog( in vec4 v, out vec4 pos, out float fog );
|
|
v2f_surf vert_surf( in appdata_full v );
|
|
vec4 Squash( in vec4 pos ) {
|
|
vec3 projectedVertex;
|
|
vec3 planePoint;
|
|
vec3 planeNormal;
|
|
projectedVertex = pos.xyz ;
|
|
planePoint = vec3( 0.000000, _SquashPlaneNormal.w , 0.000000);
|
|
planeNormal = _SquashPlaneNormal.xyz ;
|
|
projectedVertex += (dot( planeNormal, (planePoint - vec3( pos))) * planeNormal);
|
|
pos = vec4( mix( projectedVertex, pos.xyz , vec3( _SquashAmount)), 1.00000);
|
|
return pos;
|
|
}
|
|
void TerrainAnimateTree( inout vec4 pos, in float alpha ) {
|
|
vec3 bent;
|
|
pos.xyz *= _Scale.xyz ;
|
|
bent = ( _TerrainEngineBendTree * vec4( pos.xyz , 0.000000) ).xyz ;
|
|
pos.xyz = mix( pos.xyz , bent, vec3( alpha));
|
|
pos = Squash( pos);
|
|
}
|
|
void treevertex( inout appdata_full v ) {
|
|
TerrainAnimateTree( v.vertex, v.color.w );
|
|
}
|
|
vec3 WorldSpaceLightDir( in vec4 v ) {
|
|
vec3 worldPos;
|
|
worldPos = ( _Object2World * v ).xyz ;
|
|
return (_WorldSpaceLightPos0.xyz - worldPos);
|
|
}
|
|
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
|
|
pos = ( gl_ModelViewProjectionMatrix * v );
|
|
fog = pos.z ;
|
|
}
|
|
v2f_surf vert_surf( in appdata_full v ) {
|
|
v2f_surf o;
|
|
treevertex( v);
|
|
PositionFog( v.vertex, o.pos, o.fog);
|
|
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
|
|
o.normal = ( xll_constructMat3( _Object2World) * (v.normal * unity_Scale.w ) );
|
|
o.lightDir = WorldSpaceLightDir( v.vertex);
|
|
o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) );
|
|
return o;
|
|
}
|
|
attribute vec4 TANGENT;
|
|
varying vec4 xlv_FOG;
|
|
void main() {
|
|
v2f_surf xl_retval;
|
|
appdata_full xlt_v;
|
|
xlt_v.vertex = vec4( gl_Vertex);
|
|
xlt_v.tangent = vec4( TANGENT);
|
|
xlt_v.normal = vec3( gl_Normal);
|
|
xlt_v.texcoord = vec4( gl_MultiTexCoord0);
|
|
xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
|
|
xlt_v.color = vec4( gl_Color);
|
|
xl_retval = vert_surf( xlt_v);
|
|
gl_Position = vec4( xl_retval.pos);
|
|
xlv_FOG = vec4( xl_retval.fog, 0.0, 0.0, 0.0);
|
|
gl_TexCoord[0] = vec4( xl_retval.hip_pack0, 0.0, 0.0);
|
|
gl_TexCoord[1] = vec4( xl_retval.normal, 0.0);
|
|
gl_TexCoord[2] = vec4( xl_retval.lightDir, 0.0);
|
|
gl_TexCoord[3] = vec4( xl_retval._LightCoord);
|
|
}
|