mirror of
https://github.com/scratchfoundation/bgfx.git
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48 lines
1.5 KiB
Text
48 lines
1.5 KiB
Text
uniform vec4 _TreeBillboardCameraFront;
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uniform vec4 _TreeBillboardCameraPos;
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uniform vec3 _TreeBillboardCameraRight;
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uniform vec4 _TreeBillboardCameraUp;
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uniform vec4 _TreeBillboardDistances;
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varying vec4 xlv_FOG;
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void main ()
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{
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vec2 tmpvar_1;
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vec4 pos_2;
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pos_2 = gl_Vertex;
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vec2 offset_3;
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offset_3 = gl_MultiTexCoord1.xy;
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vec3 tmpvar_4;
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tmpvar_4 = (gl_Vertex.xyz - _TreeBillboardCameraPos.xyz);
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float tmpvar_5;
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tmpvar_5 = dot (tmpvar_4, tmpvar_4);
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if ((tmpvar_5 > _TreeBillboardDistances.x)) {
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offset_3 = vec2(0.0, 0.0);
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};
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pos_2.xyz = (gl_Vertex.xyz + (_TreeBillboardCameraRight * offset_3.x));
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float tmpvar_6;
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tmpvar_6 = mix (offset_3.y, gl_MultiTexCoord0.y, _TreeBillboardCameraPos.w);
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float tmpvar_7;
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tmpvar_7 = abs(tmpvar_6);
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pos_2.xyz = (pos_2.xyz + mix ((
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(((_TreeBillboardCameraUp.xyz * max (0.0, tmpvar_6)) * 2.0) - (vec3(0.0, 1.0, 0.0) * tmpvar_7))
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-
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((_TreeBillboardCameraUp.xyz * tmpvar_7) * _TreeBillboardCameraFront.w)
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), (_TreeBillboardCameraUp.xyz * tmpvar_6), _TreeBillboardCameraUp.www));
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vec4 tmpvar_8;
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tmpvar_8 = (gl_ModelViewProjectionMatrix * pos_2);
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tmpvar_1.x = gl_MultiTexCoord0.x;
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tmpvar_1.y = float((gl_MultiTexCoord0.y > 0.0));
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gl_Position = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_9.x = tmpvar_8.z;
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xlv_FOG = tmpvar_9;
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gl_FrontColor = gl_Color;
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vec4 tmpvar_10;
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tmpvar_10.zw = vec2(0.0, 0.0);
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tmpvar_10.xy = tmpvar_1;
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gl_TexCoord[0] = tmpvar_10;
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}
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// inputs: 4, stats: 24 alu 0 tex 1 flow
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