mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
395 lines
9.4 KiB
Text
395 lines
9.4 KiB
Text
struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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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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vec4 lop_color;
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vec3 lightDir;
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vec3 viewDir;
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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _World2Object;
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uniform vec4 _Wind;
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uniform float _TimeX;
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uniform vec4 _SquashPlaneNormal;
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uniform float _SquashAmount;
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uniform vec4 _Scale;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform mat4 _LightMatrix0;
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uniform vec4 _Color;
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vec4 Squash (
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in vec4 pos_1
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)
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{
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vec3 planeNormal_2;
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vec3 planePoint_3;
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vec3 projectedVertex_4;
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vec3 tmpvar_5;
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tmpvar_5 = pos_1.xyz;
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projectedVertex_4 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6.xz = vec2(0.0, 0.0);
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tmpvar_6.y = _SquashPlaneNormal.w;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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planePoint_3 = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = _SquashPlaneNormal.xyz;
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planeNormal_2 = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = pos_1.xyz;
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float tmpvar_10;
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tmpvar_10 = dot (planeNormal_2, (planePoint_3 - tmpvar_9));
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vec3 tmpvar_11;
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tmpvar_11 = (projectedVertex_4 + (tmpvar_10 * planeNormal_2));
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projectedVertex_4 = tmpvar_11;
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vec3 tmpvar_12;
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tmpvar_12 = vec3(_SquashAmount);
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vec3 tmpvar_13;
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tmpvar_13 = mix (projectedVertex_4, pos_1.xyz, tmpvar_12);
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vec4 tmpvar_14;
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tmpvar_14.w = 1.0;
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tmpvar_14.xyz = tmpvar_13.xyz;
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vec4 tmpvar_15;
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tmpvar_15 = tmpvar_14;
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pos_1 = tmpvar_15;
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return pos_1;
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}
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vec4 TriangleWave (
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in vec4 x_16
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)
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{
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vec4 tmpvar_17;
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tmpvar_17 = fract ((x_16 + 0.5));
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vec4 tmpvar_18;
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tmpvar_18 = abs (((tmpvar_17 * 2.0) - 1.0));
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return tmpvar_18;
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}
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vec4 SmoothCurve (
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in vec4 x_19
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)
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{
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return ((x_19 * x_19) * (3.0 - (2.0 * x_19)));
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}
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vec4 SmoothTriangleWave (
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in vec4 x_20
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)
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{
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vec4 tmpvar_21;
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tmpvar_21 = TriangleWave (x_20);
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vec4 tmpvar_22;
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tmpvar_22 = SmoothCurve (tmpvar_21);
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return tmpvar_22;
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}
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vec4 AnimateVertex (
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in vec4 pos_23,
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in vec3 normal_24,
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in vec4 animParams_25
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)
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{
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vec3 bend_26;
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vec2 vWavesSum_27;
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vec4 vWaves_28;
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vec2 vWavesIn_29;
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float fVtxPhase_30;
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float fBranchPhase_31;
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float fObjPhase_32;
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float fBranchAmp_33;
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float fDetailAmp_34;
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float tmpvar_35;
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tmpvar_35 = 0.1;
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fDetailAmp_34 = tmpvar_35;
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float tmpvar_36;
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tmpvar_36 = 0.3;
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fBranchAmp_33 = tmpvar_36;
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float tmpvar_37;
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tmpvar_37 = dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0));
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float tmpvar_38;
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tmpvar_38 = tmpvar_37;
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fObjPhase_32 = tmpvar_38;
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float tmpvar_39;
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tmpvar_39 = (fObjPhase_32 + animParams_25.x);
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fBranchPhase_31 = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = vec3((animParams_25.y + fBranchPhase_31));
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float tmpvar_41;
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tmpvar_41 = dot (pos_23.xyz, tmpvar_40);
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float tmpvar_42;
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tmpvar_42 = tmpvar_41;
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fVtxPhase_30 = tmpvar_42;
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vec2 tmpvar_43;
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tmpvar_43.x = fVtxPhase_30;
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tmpvar_43.y = fBranchPhase_31;
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vec2 tmpvar_44;
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tmpvar_44 = (_TimeX + tmpvar_43);
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vWavesIn_29 = tmpvar_44;
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vec4 tmpvar_45;
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tmpvar_45 = fract ((vWavesIn_29.xxyy * vec4(1.975, 0.793, 0.375, 0.193)));
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vec4 tmpvar_46;
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tmpvar_46 = ((tmpvar_45 * 2.0) - 1.0);
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vWaves_28 = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = SmoothTriangleWave (vWaves_28);
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vec4 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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vWaves_28 = tmpvar_48;
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vec2 tmpvar_49;
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tmpvar_49 = (vWaves_28.xz + vWaves_28.yw);
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vWavesSum_27 = tmpvar_49;
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vec3 tmpvar_50;
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tmpvar_50 = ((animParams_25.y * fDetailAmp_34) * normal_24.xyz);
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bend_26 = tmpvar_50;
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float tmpvar_51;
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tmpvar_51 = (animParams_25.w * fBranchAmp_33);
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bend_26.y = vec2(tmpvar_51).y;
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vec3 tmpvar_52;
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tmpvar_52 = (pos_23.xyz + (((vWavesSum_27.xyx * bend_26) + ((_Wind.xyz * vWavesSum_27.y) * animParams_25.w)) * _Wind.w));
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pos_23.xyz = tmpvar_52.xyz.xyz;
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vec3 tmpvar_53;
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tmpvar_53 = (pos_23.xyz + (animParams_25.z * _Wind.xyz));
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pos_23.xyz = tmpvar_53.xyz.xyz;
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return pos_23;
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}
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void TreeVertBark (
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inout appdata_full v_54
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)
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{
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vec3 tmpvar_55;
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tmpvar_55 = (v_54.vertex.xyz * _Scale.xyz);
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v_54.vertex.xyz = tmpvar_55.xyz.xyz;
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vec4 tmpvar_56;
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tmpvar_56.xy = v_54.color.xy.xy;
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tmpvar_56.zw = v_54.texcoord1.xy.xy;
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vec4 tmpvar_57;
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tmpvar_57 = AnimateVertex (v_54.vertex, v_54.normal, tmpvar_56);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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v_54.vertex = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = Squash (v_54.vertex);
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vec4 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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v_54.vertex = tmpvar_60;
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vec4 tmpvar_61;
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tmpvar_61.xyz = (v_54.color.w * _Color.xyz).xyz;
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tmpvar_61.w = _Color.w;
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vec4 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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v_54.color = tmpvar_62;
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vec3 tmpvar_63;
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tmpvar_63 = normalize (v_54.normal);
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vec3 tmpvar_64;
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tmpvar_64 = tmpvar_63;
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v_54.normal = tmpvar_64;
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vec3 tmpvar_65;
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tmpvar_65 = normalize (v_54.tangent.xyz);
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vec3 tmpvar_66;
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tmpvar_66 = tmpvar_65;
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v_54.tangent.xyz = tmpvar_66.xyz.xyz;
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}
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void PositionFog (
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in vec4 v_67,
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out vec4 pos_68,
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out float fog_69
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)
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{
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vec4 tmpvar_70;
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tmpvar_70 = (gl_ModelViewProjectionMatrix * v_67);
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pos_68 = tmpvar_70;
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float tmpvar_71;
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tmpvar_71 = pos_68.z;
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fog_69 = tmpvar_71;
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}
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vec3 ObjSpaceViewDir (
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in vec4 v_72
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)
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{
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vec3 objSpaceCameraPos_73;
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vec4 tmpvar_74;
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tmpvar_74.w = 1.0;
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tmpvar_74.xyz = _WorldSpaceCameraPos.xyz.xyz;
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vec3 tmpvar_75;
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tmpvar_75 = ((_World2Object * tmpvar_74).xyz * unity_Scale.w);
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objSpaceCameraPos_73 = tmpvar_75;
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return (objSpaceCameraPos_73 - v_72.xyz);
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}
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vec3 ObjSpaceLightDir (
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in vec4 v_76
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)
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{
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vec3 objSpaceLightPos_77;
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vec3 tmpvar_78;
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tmpvar_78 = (_World2Object * _WorldSpaceLightPos0).xyz;
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objSpaceLightPos_77 = tmpvar_78;
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return ((objSpaceLightPos_77.xyz * unity_Scale.w) - v_76.xyz);
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}
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v2f_surf vert_surf (
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in appdata_full v_79
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)
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{
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mat3 rotation_80;
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vec3 binormal_81;
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v2f_surf o_82;
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TreeVertBark (v_79);
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PositionFog (v_79.vertex, o_82.pos, o_82.fog);
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vec2 tmpvar_83;
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tmpvar_83 = ((v_79.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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o_82.hip_pack0 = tmpvar_83.xy.xy;
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vec4 tmpvar_84;
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tmpvar_84 = v_79.color;
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o_82.lop_color = tmpvar_84;
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vec3 tmpvar_85;
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tmpvar_85 = cross (v_79.normal, v_79.tangent.xyz);
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vec3 tmpvar_86;
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tmpvar_86 = (tmpvar_85 * v_79.tangent.w);
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binormal_81 = tmpvar_86;
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mat3 tmpvar_87;
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float tmpvar_88;
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tmpvar_88 = v_79.tangent.x;
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tmpvar_87[0].x = tmpvar_88;
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float tmpvar_89;
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tmpvar_89 = binormal_81.x;
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tmpvar_87[0].y = tmpvar_89;
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float tmpvar_90;
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tmpvar_90 = v_79.normal.x;
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tmpvar_87[0].z = tmpvar_90;
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float tmpvar_91;
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tmpvar_91 = v_79.tangent.y;
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tmpvar_87[1].x = tmpvar_91;
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float tmpvar_92;
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tmpvar_92 = binormal_81.y;
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tmpvar_87[1].y = tmpvar_92;
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float tmpvar_93;
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tmpvar_93 = v_79.normal.y;
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tmpvar_87[1].z = tmpvar_93;
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float tmpvar_94;
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tmpvar_94 = v_79.tangent.z;
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tmpvar_87[2].x = tmpvar_94;
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float tmpvar_95;
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tmpvar_95 = binormal_81.z;
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tmpvar_87[2].y = tmpvar_95;
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float tmpvar_96;
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tmpvar_96 = v_79.normal.z;
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tmpvar_87[2].z = tmpvar_96;
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mat3 tmpvar_97;
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tmpvar_97 = (tmpvar_87);
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rotation_80 = (tmpvar_97);
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vec3 tmpvar_98;
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tmpvar_98 = ObjSpaceLightDir (v_79.vertex);
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vec3 tmpvar_99;
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tmpvar_99 = (rotation_80 * tmpvar_98);
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o_82.lightDir = tmpvar_99;
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vec3 tmpvar_100;
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tmpvar_100 = ObjSpaceViewDir (v_79.vertex);
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vec3 tmpvar_101;
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tmpvar_101 = (rotation_80 * tmpvar_100);
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o_82.viewDir = tmpvar_101;
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vec3 tmpvar_102;
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tmpvar_102 = (_LightMatrix0 * (_Object2World * v_79.vertex)).xyz;
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o_82._LightCoord = tmpvar_102;
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return o_82;
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}
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void main ()
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{
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appdata_full xlt_v_103;
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v2f_surf xl_retval_104;
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vec4 tmpvar_105;
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tmpvar_105 = gl_Vertex.xyzw;
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vec4 tmpvar_106;
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tmpvar_106 = tmpvar_105;
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xlt_v_103.vertex = tmpvar_106;
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vec4 tmpvar_107;
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tmpvar_107 = TANGENT.xyzw;
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vec4 tmpvar_108;
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tmpvar_108 = tmpvar_107;
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xlt_v_103.tangent = tmpvar_108;
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vec3 tmpvar_109;
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tmpvar_109 = gl_Normal.xyz;
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vec3 tmpvar_110;
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tmpvar_110 = tmpvar_109;
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xlt_v_103.normal = tmpvar_110;
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vec4 tmpvar_111;
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tmpvar_111 = gl_MultiTexCoord0.xyzw;
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vec4 tmpvar_112;
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tmpvar_112 = tmpvar_111;
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xlt_v_103.texcoord = tmpvar_112;
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vec4 tmpvar_113;
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tmpvar_113 = gl_MultiTexCoord1.xyzw;
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vec4 tmpvar_114;
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tmpvar_114 = tmpvar_113;
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xlt_v_103.texcoord1 = tmpvar_114;
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vec4 tmpvar_115;
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tmpvar_115 = gl_Color.xyzw;
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vec4 tmpvar_116;
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tmpvar_116 = tmpvar_115;
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xlt_v_103.color = tmpvar_116;
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v2f_surf tmpvar_117;
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tmpvar_117 = vert_surf (xlt_v_103);
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v2f_surf tmpvar_118;
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tmpvar_118 = tmpvar_117;
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xl_retval_104 = tmpvar_118;
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vec4 tmpvar_119;
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tmpvar_119 = xl_retval_104.pos.xyzw;
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vec4 tmpvar_120;
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tmpvar_120 = tmpvar_119;
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gl_Position = tmpvar_120;
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vec4 tmpvar_121;
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tmpvar_121.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_121.x = xl_retval_104.fog;
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vec4 tmpvar_122;
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tmpvar_122 = tmpvar_121;
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xlv_FOG = tmpvar_122;
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vec4 tmpvar_123;
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tmpvar_123.zw = vec2(0.0, 0.0);
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tmpvar_123.xy = xl_retval_104.hip_pack0.xy;
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vec4 tmpvar_124;
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tmpvar_124 = tmpvar_123;
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gl_TexCoord[0] = tmpvar_124;
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vec4 tmpvar_125;
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tmpvar_125 = xl_retval_104.lop_color.xyzw;
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vec4 tmpvar_126;
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tmpvar_126 = tmpvar_125;
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gl_FrontColor = tmpvar_126;
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vec4 tmpvar_127;
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tmpvar_127.w = 0.0;
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tmpvar_127.xyz = xl_retval_104.lightDir.xyz;
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vec4 tmpvar_128;
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tmpvar_128 = tmpvar_127;
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gl_TexCoord[1] = tmpvar_128;
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vec4 tmpvar_129;
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tmpvar_129.w = 0.0;
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tmpvar_129.xyz = xl_retval_104.viewDir.xyz;
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vec4 tmpvar_130;
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tmpvar_130 = tmpvar_129;
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gl_TexCoord[2] = tmpvar_130;
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vec4 tmpvar_131;
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tmpvar_131.w = 0.0;
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tmpvar_131.xyz = xl_retval_104._LightCoord.xyz;
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vec4 tmpvar_132;
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tmpvar_132 = tmpvar_131;
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gl_TexCoord[3] = tmpvar_132;
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}
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