mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
246 lines
5.4 KiB
Text
246 lines
5.4 KiB
Text
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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vec2 uv_BumpMap;
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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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vec4 hip_pack0;
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vec3 viewDir;
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vec3 lightDir;
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vec3 vlight;
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vec4 _ShadowCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _ShadowMapTexture;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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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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float unitySampleShadow (
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in vec4 shadowCoord_1
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)
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{
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float shadow_2;
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vec4 tmpvar_3;
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tmpvar_3 = texture2DProj (_ShadowMapTexture, shadowCoord_1);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3.x;
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shadow_2 = tmpvar_4;
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return shadow_2;
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}
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vec4 UnpackNormal (
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in vec4 packednormal_5
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)
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{
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vec4 normal_6;
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vec2 tmpvar_7;
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tmpvar_7 = ((packednormal_5.wy * 2.0) - 1.0);
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normal_6.xy = tmpvar_7.xy.xy;
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float tmpvar_8;
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tmpvar_8 = sqrt (((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
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float tmpvar_9;
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tmpvar_9 = tmpvar_8;
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normal_6.z = vec3(tmpvar_9).z;
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return normal_6;
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}
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vec2 ParallaxOffset (
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in float h_10,
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in float height_11,
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in vec3 viewDir_12
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)
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{
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vec3 v_13;
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float tmpvar_14;
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tmpvar_14 = ((h_10 * height_11) - (height_11 / 2.0));
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h_10 = tmpvar_14;
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vec3 tmpvar_15;
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tmpvar_15 = normalize (viewDir_12);
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vec3 tmpvar_16;
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tmpvar_16 = tmpvar_15;
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v_13 = tmpvar_16;
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float tmpvar_17;
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tmpvar_17 = (v_13.z + 0.42);
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v_13.z = vec3(tmpvar_17).z;
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return (h_10 * (v_13.xy / v_13.z));
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}
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void surf (
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in Input IN_18,
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inout SurfaceOutput o_19
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)
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{
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vec4 c_20;
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vec2 offset_21;
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float h_22;
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vec4 tmpvar_23;
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tmpvar_23 = texture2D (_ParallaxMap, IN_18.uv_BumpMap);
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float tmpvar_24;
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tmpvar_24 = tmpvar_23.w;
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h_22 = tmpvar_24;
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vec2 tmpvar_25;
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tmpvar_25 = ParallaxOffset (h_22, _Parallax, IN_18.viewDir);
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vec2 tmpvar_26;
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tmpvar_26 = tmpvar_25;
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offset_21 = tmpvar_26;
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vec2 tmpvar_27;
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tmpvar_27 = (IN_18.uv_MainTex + offset_21);
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IN_18.uv_MainTex = tmpvar_27;
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vec2 tmpvar_28;
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tmpvar_28 = (IN_18.uv_BumpMap + offset_21);
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IN_18.uv_BumpMap = tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = texture2D (_MainTex, IN_18.uv_MainTex);
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vec4 tmpvar_30;
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tmpvar_30 = (tmpvar_29 * _Color);
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c_20 = tmpvar_30;
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vec3 tmpvar_31;
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tmpvar_31 = c_20.xyz;
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o_19.Albedo = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = c_20.w;
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o_19.Alpha = tmpvar_32;
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vec4 tmpvar_33;
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tmpvar_33 = texture2D (_BumpMap, IN_18.uv_BumpMap);
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vec4 tmpvar_34;
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tmpvar_34 = UnpackNormal (tmpvar_33);
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vec3 tmpvar_35;
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tmpvar_35 = tmpvar_34.xyz;
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vec3 tmpvar_36;
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tmpvar_36 = tmpvar_35;
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o_19.Normal = tmpvar_36;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_37,
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in vec3 lightDir_38,
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in float atten_39
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)
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{
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vec4 c_40;
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float diff_41;
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float tmpvar_42;
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tmpvar_42 = dot (s_37.Normal, lightDir_38);
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float tmpvar_43;
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tmpvar_43 = max (0.0, tmpvar_42);
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float tmpvar_44;
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tmpvar_44 = tmpvar_43;
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diff_41 = tmpvar_44;
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vec3 tmpvar_45;
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tmpvar_45 = ((s_37.Albedo * _LightColor0.xyz) * ((diff_41 * atten_39) * 2.0));
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c_40.xyz = tmpvar_45.xyz.xyz;
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float tmpvar_46;
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tmpvar_46 = s_37.Alpha;
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c_40.w = vec4(tmpvar_46).w;
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return c_40;
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}
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vec4 frag_surf (
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in v2f_surf IN_47
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)
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{
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vec4 c_48;
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float atten_49;
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SurfaceOutput o_50;
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Input surfIN_51;
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vec2 tmpvar_52;
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tmpvar_52 = IN_47.hip_pack0.xy;
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surfIN_51.uv_MainTex = tmpvar_52;
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vec2 tmpvar_53;
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tmpvar_53 = IN_47.hip_pack0.zw;
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surfIN_51.uv_BumpMap = tmpvar_53;
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vec3 tmpvar_54;
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tmpvar_54 = IN_47.viewDir;
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surfIN_51.viewDir = tmpvar_54;
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vec3 tmpvar_55;
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tmpvar_55 = vec3(0.0, 0.0, 0.0);
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o_50.Albedo = tmpvar_55;
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vec3 tmpvar_56;
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tmpvar_56 = vec3(0.0, 0.0, 0.0);
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o_50.Emission = tmpvar_56;
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float tmpvar_57;
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tmpvar_57 = 0.0;
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o_50.Specular = tmpvar_57;
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float tmpvar_58;
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tmpvar_58 = 0.0;
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o_50.Alpha = tmpvar_58;
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float tmpvar_59;
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tmpvar_59 = 0.0;
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o_50.Gloss = tmpvar_59;
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surf (surfIN_51, o_50);
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float tmpvar_60;
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tmpvar_60 = unitySampleShadow (IN_47._ShadowCoord);
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float tmpvar_61;
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tmpvar_61 = tmpvar_60;
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atten_49 = tmpvar_61;
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vec4 tmpvar_62;
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tmpvar_62 = LightingLambert (o_50, IN_47.lightDir, atten_49);
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vec4 tmpvar_63;
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tmpvar_63 = tmpvar_62;
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c_48 = tmpvar_63;
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vec3 tmpvar_64;
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tmpvar_64 = (c_48.xyz + (o_50.Albedo * IN_47.vlight));
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c_48.xyz = tmpvar_64.xyz.xyz;
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return c_48;
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}
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void main ()
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{
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v2f_surf xlt_IN_65;
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vec4 xl_retval_66;
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vec4 tmpvar_67;
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tmpvar_67 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_65.pos = tmpvar_67;
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float tmpvar_68;
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tmpvar_68 = xlv_FOG.x;
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xlt_IN_65.fog = tmpvar_68;
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vec4 tmpvar_69;
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tmpvar_69 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_70;
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tmpvar_70 = tmpvar_69;
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xlt_IN_65.hip_pack0 = tmpvar_70;
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vec3 tmpvar_71;
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tmpvar_71 = gl_TexCoord[1].xyz;
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vec3 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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xlt_IN_65.viewDir = tmpvar_72;
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vec3 tmpvar_73;
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tmpvar_73 = gl_TexCoord[2].xyz;
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vec3 tmpvar_74;
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tmpvar_74 = tmpvar_73;
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xlt_IN_65.lightDir = tmpvar_74;
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vec3 tmpvar_75;
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tmpvar_75 = gl_TexCoord[3].xyz;
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vec3 tmpvar_76;
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tmpvar_76 = tmpvar_75;
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xlt_IN_65.vlight = tmpvar_76;
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vec4 tmpvar_77;
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tmpvar_77 = gl_TexCoord[4].xyzw;
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vec4 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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xlt_IN_65._ShadowCoord = tmpvar_78;
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vec4 tmpvar_79;
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tmpvar_79 = frag_surf (xlt_IN_65);
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vec4 tmpvar_80;
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tmpvar_80 = tmpvar_79;
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xl_retval_66 = tmpvar_80;
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vec4 tmpvar_81;
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tmpvar_81 = xl_retval_66.xyzw;
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vec4 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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gl_FragData[0] = tmpvar_82;
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}
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