mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 16:51:32 -05:00
116 lines
2.8 KiB
Text
116 lines
2.8 KiB
Text
float xll_saturate( float x) {
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return clamp( x, 0.0, 1.0);
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}
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vec2 xll_saturate( vec2 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec3 xll_saturate( vec3 x) {
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return clamp( x, 0.0, 1.0);
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}
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vec4 xll_saturate( vec4 x) {
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return clamp( x, 0.0, 1.0);
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}
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mat2 xll_saturate(mat2 m) {
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return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
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}
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mat3 xll_saturate(mat3 m) {
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return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
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}
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mat4 xll_saturate(mat4 m) {
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return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
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}
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struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec3 viewDir;
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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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vec3 viewDir;
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vec4 hip_screen;
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vec3 normal;
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};
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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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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _RimColor;
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uniform float _RimPower;
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uniform vec4 unity_Ambient;
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void surf( in Input IN, inout SurfaceOutput o );
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vec4 LightingLambert_PrePass( in SurfaceOutput s, in vec4 light );
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vec4 frag_surf( in v2f_surf IN );
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void surf( in Input IN, inout SurfaceOutput o ) {
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float rim;
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o.Albedo = texture2D( _MainTex, IN.uv_MainTex).xyz ;
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rim = (1.00000 - xll_saturate( dot( normalize( IN.viewDir ), o.Normal) ));
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o.Emission = (_RimColor.xyz * pow( rim, _RimPower));
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}
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vec4 LightingLambert_PrePass( in SurfaceOutput s, in vec4 light ) {
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vec4 c;
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c.xyz = (s.Albedo * light.xyz );
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c.w = s.Alpha;
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return c;
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}
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vec4 frag_surf( in v2f_surf IN ) {
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Input surfIN;
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SurfaceOutput o;
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vec4 light;
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vec4 col;
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surfIN.uv_MainTex = IN.hip_pack0.xy ;
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surfIN.viewDir = IN.viewDir;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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o.Gloss = 0.000000;
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o.Normal = IN.normal;
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surf( surfIN, o);
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light = texture2DProj( _LightBuffer, IN.hip_screen);
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light = ( -log2( light ) );
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light.xyz += unity_Ambient.xyz ;
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col = LightingLambert_PrePass( o, light);
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col.xyz += o.Emission;
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return col;
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}
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varying vec4 xlv_FOG;
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void main() {
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vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN.fog = float( xlv_FOG);
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xlt_IN.hip_pack0 = vec2( gl_TexCoord[0]);
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xlt_IN.viewDir = vec3( gl_TexCoord[1]);
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xlt_IN.hip_screen = vec4( gl_TexCoord[2]);
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xlt_IN.normal = vec3( gl_TexCoord[3]);
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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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