mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
103 lines
2.9 KiB
Text
103 lines
2.9 KiB
Text
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 Input {
|
|
vec2 uv_MainTex;
|
|
vec2 uv_BumpMap;
|
|
vec2 uv_Illum;
|
|
vec3 viewDir;
|
|
};
|
|
struct v2f_surf {
|
|
vec4 pos;
|
|
float fog;
|
|
vec4 hip_pack0;
|
|
vec3 viewDir;
|
|
vec3 lightDir;
|
|
vec3 _LightCoord;
|
|
};
|
|
struct appdata_full {
|
|
vec4 vertex;
|
|
vec4 tangent;
|
|
vec3 normal;
|
|
vec4 texcoord;
|
|
vec4 texcoord1;
|
|
vec4 color;
|
|
};
|
|
uniform vec4 _BumpMap_ST;
|
|
uniform mat4 _LightMatrix0;
|
|
uniform vec4 _MainTex_ST;
|
|
uniform mat4 _Object2World;
|
|
uniform mat4 _World2Object;
|
|
uniform vec3 _WorldSpaceCameraPos;
|
|
uniform vec4 _WorldSpaceLightPos0;
|
|
|
|
uniform vec4 unity_Scale;
|
|
void PositionFog( in vec4 v, out vec4 pos, out float fog );
|
|
vec3 ObjSpaceViewDir( in vec4 v );
|
|
vec3 ObjSpaceLightDir( in vec4 v );
|
|
v2f_surf vert_surf( in appdata_full v );
|
|
void PositionFog( in vec4 v, out vec4 pos, out float fog ) {
|
|
pos = ( gl_ModelViewProjectionMatrix * v );
|
|
fog = pos.z ;
|
|
}
|
|
vec3 ObjSpaceViewDir( in vec4 v ) {
|
|
vec3 objSpaceCameraPos;
|
|
objSpaceCameraPos = (( _World2Object * vec4( _WorldSpaceCameraPos.xyz , 1.00000) ).xyz * unity_Scale.w );
|
|
return (objSpaceCameraPos - v.xyz );
|
|
}
|
|
vec3 ObjSpaceLightDir( in vec4 v ) {
|
|
vec3 objSpaceLightPos;
|
|
objSpaceLightPos = ( _World2Object * _WorldSpaceLightPos0 ).xyz ;
|
|
return ((objSpaceLightPos.xyz * unity_Scale.w ) - v.xyz );
|
|
}
|
|
v2f_surf vert_surf( in appdata_full v ) {
|
|
v2f_surf o;
|
|
vec3 binormal;
|
|
mat3 rotation;
|
|
PositionFog( v.vertex, o.pos, o.fog);
|
|
o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
|
|
o.hip_pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
|
|
binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
|
|
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 );
|
|
o.lightDir = ( rotation * ObjSpaceLightDir( v.vertex) );
|
|
o.viewDir = ( rotation * ObjSpaceViewDir( v.vertex) );
|
|
o._LightCoord = ( _LightMatrix0 * ( _Object2World * v.vertex ) ).xyz ;
|
|
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);
|
|
gl_TexCoord[1] = vec4( xl_retval.viewDir, 0.0);
|
|
gl_TexCoord[2] = vec4( xl_retval.lightDir, 0.0);
|
|
gl_TexCoord[3] = vec4( xl_retval._LightCoord, 0.0);
|
|
}
|