mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
86 lines
2.2 KiB
Text
86 lines
2.2 KiB
Text
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 worldPos;
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};
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struct v2f_surf {
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vec4 pos;
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vec3 _ShadowCoord0;
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vec3 _ShadowCoord1;
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vec3 _ShadowCoord2;
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vec3 _ShadowCoord3;
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vec2 _ShadowZFade;
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vec3 worldPos;
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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 vec4 _LightShadowData;
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uniform mat4 _Object2World;
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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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v2f_surf vert_surf( in appdata_full v );
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v2f_surf vert_surf( in appdata_full v ) {
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v2f_surf o;
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float z;
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vec4 wpos;
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o.worldPos = ( _Object2World * v.vertex ).xyz ;
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o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
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z = ( -( gl_ModelViewMatrix * v.vertex ).z );
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o._ShadowZFade.x = z;
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o._ShadowZFade.y = ((z * _LightShadowData.z ) + _LightShadowData.w );
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wpos = ( _Object2World * v.vertex );
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o._ShadowCoord0 = ( _World2Shadow * wpos ).xyz ;
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o._ShadowCoord1 = ( _World2Shadow1 * wpos ).xyz ;
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o._ShadowCoord2 = ( _World2Shadow2 * wpos ).xyz ;
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o._ShadowCoord3 = ( _World2Shadow3 * wpos ).xyz ;
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return o;
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}
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attribute vec4 TANGENT;
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void main() {
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v2f_surf xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
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xlt_v.color = vec4( gl_Color);
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xl_retval = vert_surf( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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gl_TexCoord[0] = vec4( xl_retval._ShadowCoord0, 0.0);
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gl_TexCoord[1] = vec4( xl_retval._ShadowCoord1, 0.0);
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gl_TexCoord[2] = vec4( xl_retval._ShadowCoord2, 0.0);
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gl_TexCoord[3] = vec4( xl_retval._ShadowCoord3, 0.0);
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gl_TexCoord[4] = vec4( xl_retval._ShadowZFade, 0.0, 0.0);
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gl_TexCoord[5] = vec4( xl_retval.worldPos, 0.0);
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}
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