mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
97 lines
3.1 KiB
Text
97 lines
3.1 KiB
Text
uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
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uniform vec4 _LightColor;
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uniform vec4 _LightPos;
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uniform vec4 _LightPositionRange;
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uniform vec4 _LightShadowData;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform vec4 _ProjectionParams;
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uniform samplerCube _ShadowMapTexture;
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uniform mat4 _View2Shadow;
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uniform mat4 _ViewToCookie;
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uniform vec4 _ZBufferParams;
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uniform vec4 unity_LightmapFade;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[1].xyz;
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vec4 res_3;
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float atten_4;
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vec3 lightDir_5;
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vec3 tolight_6;
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vec3 vpos_7;
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vec3 normal_8;
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vec2 uv_9;
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uv_9 = (tmpvar_1.xy / tmpvar_1.w);
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vec4 tmpvar_10;
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tmpvar_10 = texture2D (_CameraNormalsTexture, uv_9);
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normal_8 = ((tmpvar_10.xyz * 2.0) - 1.0);
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normal_8 = normalize(normal_8);
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vpos_7 = ((tmpvar_2 * (_ProjectionParams.z / tmpvar_2.z)) * (1.0/((
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(_ZBufferParams.x * texture2D (_CameraDepthTexture, uv_9).x)
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+ _ZBufferParams.y))));
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tolight_6 = (_LightPos.xyz - vpos_7);
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lightDir_5 = normalize(tolight_6);
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atten_4 = texture2D (_LightTextureB0, vec2((dot (tolight_6, tolight_6) * _LightPos.w))).w;
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vec3 vec_11;
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vec_11 = -(tolight_6);
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float mydist_12;
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mat3 tmpvar_13;
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tmpvar_13[0] = _View2Shadow[0].xyz;
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tmpvar_13[1] = _View2Shadow[1].xyz;
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tmpvar_13[2] = _View2Shadow[2].xyz;
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vec_11 = (tmpvar_13 * vec_11);
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mydist_12 = (sqrt(dot (vec_11, vec_11)) * _LightPositionRange.w);
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mydist_12 = (mydist_12 * 0.97);
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float tmpvar_14;
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tmpvar_14 = dot (textureCube (_ShadowMapTexture, vec_11), vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
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float tmpvar_15;
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if ((tmpvar_14 < mydist_12)) {
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tmpvar_15 = _LightShadowData.x;
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} else {
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tmpvar_15 = 1.0;
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};
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atten_4 = (atten_4 * tmpvar_15);
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vec4 tmpvar_16;
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tmpvar_16.w = 1.0;
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tmpvar_16.xyz = vpos_7;
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atten_4 = (atten_4 * textureCube (_LightTexture0, (_ViewToCookie * tmpvar_16).xyz).w);
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res_3.xyz = (_LightColor.xyz * (max (0.0,
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dot (lightDir_5, normal_8)
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) * atten_4));
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res_3.w = ((pow (
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max (0.0, dot (normalize((lightDir_5 -
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normalize(vpos_7)
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)), normal_8))
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,
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(tmpvar_10.w * 128.0)
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) * clamp (atten_4, 0.0, 1.0)) * dot (_LightColor.xyz, vec3(0.22, 0.707, 0.071)));
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res_3 = (res_3 * clamp ((1.0 -
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((vpos_7.z * unity_LightmapFade.z) + unity_LightmapFade.w)
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), 0.0, 1.0));
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gl_FragData[0] = exp2(-(res_3));
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}
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// stats: 49 alu 5 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [2] loc 4
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// uniforms: 9 (total size: 0)
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// #0: _LightColor (high float) 4x1 [-1]
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// #1: _LightPos (high float) 4x1 [-1]
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// #2: _LightPositionRange (high float) 4x1 [-1]
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// #3: _LightShadowData (high float) 4x1 [-1]
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// #4: _ProjectionParams (high float) 4x1 [-1]
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// #5: _View2Shadow (high float) 4x4 [-1]
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// #6: _ViewToCookie (high float) 4x4 [-1]
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// #7: _ZBufferParams (high float) 4x1 [-1]
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// #8: unity_LightmapFade (high float) 4x1 [-1]
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// textures: 5
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// #0: _CameraDepthTexture (high 2d) 0x0 [-1]
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// #1: _CameraNormalsTexture (high 2d) 0x0 [-1]
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// #2: _LightTexture0 (high cube) 0x0 [-1]
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// #3: _LightTextureB0 (high 2d) 0x0 [-1]
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// #4: _ShadowMapTexture (high cube) 0x0 [-1]
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