mirror of
https://github.com/scratchfoundation/bgfx.git
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32 lines
1.1 KiB
Text
32 lines
1.1 KiB
Text
uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2].xyz;
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
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vec3 tmpvar_5;
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tmpvar_5 = (tmpvar_4.xyz * _Color.xyz);
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float tmpvar_6;
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tmpvar_6 = (tmpvar_4.w * _Color.w);
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vec4 normal_7;
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normal_7.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 - (normal_7.x * normal_7.x)) - (normal_7.y * normal_7.y)));
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vec4 c_8;
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float tmpvar_9;
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tmpvar_9 = (pow (max (0.0, dot (normal_7.xyz, normalize((tmpvar_2 + normalize(gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_4.w);
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c_8.xyz = ((((tmpvar_5 * _LightColor0.xyz) * max (0.0, dot (normal_7.xyz, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_9)) * 2.0);
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c_8.w = (tmpvar_6 + ((_LightColor0.w * _SpecColor.w) * tmpvar_9));
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c_3.xyz = (c_8.xyz + (tmpvar_5 * gl_TexCoord[3].xyz));
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c_3.w = tmpvar_6;
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gl_FragData[0] = c_3;
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}
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