mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 16:51:32 -05:00
60 lines
1.8 KiB
Text
60 lines
1.8 KiB
Text
uniform float _Cutoff;
|
|
uniform vec4 _LightShadowData;
|
|
uniform vec4 _LightSplitsFar;
|
|
uniform vec4 _LightSplitsNear;
|
|
uniform sampler2D _MainTex;
|
|
uniform vec4 _ProjectionParams;
|
|
uniform sampler2D _ShadowMapTexture;
|
|
void main ()
|
|
{
|
|
vec2 tmpvar_1;
|
|
tmpvar_1 = gl_TexCoord[4].xy;
|
|
vec4 res_2;
|
|
vec4 weights_3;
|
|
float x_4;
|
|
x_4 = ((texture2D (_MainTex, gl_TexCoord[5].xy).w * gl_Color.w) - _Cutoff);
|
|
if ((x_4 < 0.0)) {
|
|
discard;
|
|
};
|
|
weights_3 = (vec4(greaterThanEqual (tmpvar_1.xxxx, _LightSplitsNear)) * vec4(lessThan (tmpvar_1.xxxx, _LightSplitsFar)));
|
|
vec4 tmpvar_5;
|
|
tmpvar_5.w = 1.0;
|
|
tmpvar_5.xyz = (((
|
|
(gl_TexCoord[0].xyz * weights_3.x)
|
|
+
|
|
(gl_TexCoord[1].xyz * weights_3.y)
|
|
) + (gl_TexCoord[2].xyz * weights_3.z)) + (gl_TexCoord[3].xyz * weights_3.w));
|
|
vec4 tmpvar_6;
|
|
tmpvar_6 = texture2D (_ShadowMapTexture, tmpvar_5.xy);
|
|
float tmpvar_7;
|
|
if ((tmpvar_6.x < tmpvar_5.z)) {
|
|
tmpvar_7 = _LightShadowData.x;
|
|
} else {
|
|
tmpvar_7 = 1.0;
|
|
};
|
|
res_2.x = clamp ((tmpvar_7 + clamp (tmpvar_1.y, 0.0, 1.0)), 0.0, 1.0);
|
|
res_2.y = 1.0;
|
|
vec2 enc_8;
|
|
enc_8 = (vec2(1.0, 255.0) * (1.0 - (tmpvar_1.xxxx * _ProjectionParams.w)).x);
|
|
vec2 tmpvar_9;
|
|
tmpvar_9 = fract(enc_8);
|
|
enc_8.y = tmpvar_9.y;
|
|
enc_8.x = (tmpvar_9.x - (tmpvar_9.y * 0.00392157));
|
|
res_2.zw = enc_8;
|
|
gl_FragData[0] = res_2;
|
|
}
|
|
|
|
|
|
// stats: 28 alu 3 tex 2 flow
|
|
// inputs: 2
|
|
// #0: gl_Color (high float) 4x1 [-1] loc 1
|
|
// #1: gl_TexCoord (high float) 4x1 [6] loc 4
|
|
// uniforms: 5 (total size: 0)
|
|
// #0: _Cutoff (high float) 1x1 [-1]
|
|
// #1: _LightShadowData (high float) 4x1 [-1]
|
|
// #2: _LightSplitsFar (high float) 4x1 [-1]
|
|
// #3: _LightSplitsNear (high float) 4x1 [-1]
|
|
// #4: _ProjectionParams (high float) 4x1 [-1]
|
|
// textures: 2
|
|
// #0: _MainTex (high 2d) 0x0 [-1]
|
|
// #1: _ShadowMapTexture (high 2d) 0x0 [-1]
|