mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
60 lines
1.7 KiB
Text
60 lines
1.7 KiB
Text
uniform vec4 _LightShadowData;
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uniform mat4 _Object2World;
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uniform vec4 _Scale;
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uniform float _SquashAmount;
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uniform vec4 _SquashPlaneNormal;
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uniform mat4 _TerrainEngineBendTree;
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uniform mat4 _World2Shadow;
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uniform mat4 _World2Shadow1;
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uniform mat4 _World2Shadow2;
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uniform mat4 _World2Shadow3;
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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.w = gl_Vertex.w;
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pos_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
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vec4 tmpvar_3;
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tmpvar_3.w = 0.0;
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tmpvar_3.xyz = pos_2.xyz;
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pos_2.xyz = mix (pos_2.xyz, (_TerrainEngineBendTree * tmpvar_3).xyz, gl_Color.www);
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vec3 tmpvar_4;
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tmpvar_4.xz = vec2(0.0, 0.0);
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tmpvar_4.y = _SquashPlaneNormal.w;
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vec4 tmpvar_5;
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tmpvar_5.w = 1.0;
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tmpvar_5.xyz = mix ((pos_2.xyz + (
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dot (_SquashPlaneNormal.xyz, (tmpvar_4 - pos_2.xyz))
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* _SquashPlaneNormal.xyz)), pos_2.xyz, vec3(_SquashAmount));
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pos_2 = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = -((gl_ModelViewMatrix * tmpvar_5).z);
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tmpvar_1.x = tmpvar_6;
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tmpvar_1.y = ((tmpvar_6 * _LightShadowData.z) + _LightShadowData.w);
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vec4 tmpvar_7;
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tmpvar_7 = (_Object2World * tmpvar_5);
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gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_5);
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vec4 tmpvar_8;
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tmpvar_8.w = 0.0;
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tmpvar_8.xyz = (_World2Shadow * tmpvar_7).xyz;
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gl_TexCoord[0] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9.w = 0.0;
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tmpvar_9.xyz = (_World2Shadow1 * tmpvar_7).xyz;
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gl_TexCoord[1] = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10.w = 0.0;
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tmpvar_10.xyz = (_World2Shadow2 * tmpvar_7).xyz;
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gl_TexCoord[2] = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11.w = 0.0;
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tmpvar_11.xyz = (_World2Shadow3 * tmpvar_7).xyz;
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gl_TexCoord[3] = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12.zw = vec2(0.0, 0.0);
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tmpvar_12.xy = tmpvar_1;
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gl_TexCoord[4] = tmpvar_12;
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}
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// inputs: 2, stats: 26 alu 0 tex 0 flow
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