mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
47 lines
1.7 KiB
Text
47 lines
1.7 KiB
Text
uniform vec4 _SpecColor;
|
|
uniform float _Shininess;
|
|
uniform vec4 _ReflectColor;
|
|
uniform sampler2D _ParallaxMap;
|
|
uniform float _Parallax;
|
|
uniform sampler2D _MainTex;
|
|
uniform sampler2D _LightTexture0;
|
|
uniform vec4 _LightColor0;
|
|
uniform samplerCube _Cube;
|
|
uniform vec4 _Color;
|
|
uniform sampler2D _BumpMap;
|
|
void main ()
|
|
{
|
|
vec4 tmpvar_1;
|
|
tmpvar_1 = gl_TexCoord[0];
|
|
vec3 tmpvar_2;
|
|
tmpvar_2 = gl_TexCoord[1].xyz;
|
|
vec3 tmpvar_3;
|
|
tmpvar_3 = gl_TexCoord[3].xyz;
|
|
vec4 c_4;
|
|
vec3 tmpvar_5;
|
|
vec2 tmpvar_6;
|
|
vec3 v_7;
|
|
vec3 tmpvar_8;
|
|
tmpvar_8 = normalize(tmpvar_2);
|
|
v_7.xy = tmpvar_8.xy;
|
|
v_7.z = (tmpvar_8.z + 0.42);
|
|
tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_8.xy / v_7.z));
|
|
vec4 tmpvar_9;
|
|
tmpvar_9 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6));
|
|
vec4 normal_10;
|
|
normal_10.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).wy * 2.0) - 1.0);
|
|
normal_10.z = sqrt(((1.0 - (normal_10.x * normal_10.x)) - (normal_10.y * normal_10.y)));
|
|
vec3 tmpvar_11;
|
|
tmpvar_11 = normalize(gl_TexCoord[2].xyz);
|
|
vec4 tmpvar_12;
|
|
tmpvar_12 = texture2D (_LightTexture0, vec2(dot (tmpvar_3, tmpvar_3)));
|
|
vec4 c_13;
|
|
float tmpvar_14;
|
|
tmpvar_14 = (pow (max (0.0, dot (normal_10.xyz, normalize((tmpvar_11 + normalize(tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_9.w);
|
|
c_13.xyz = (((((tmpvar_9.xyz * _Color.xyz) * _LightColor0.xyz) * max (0.0, dot (normal_10.xyz, tmpvar_11))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_14)) * (tmpvar_12.w * 2.0));
|
|
c_13.w = (((textureCube (_Cube, tmpvar_5) * tmpvar_9.w).w * _ReflectColor.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_14) * tmpvar_12.w));
|
|
c_4.xyz = c_13.xyz;
|
|
c_4.w = 0.0;
|
|
gl_FragData[0] = c_4;
|
|
}
|
|
|