mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
166 lines
3.5 KiB
Text
166 lines
3.5 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_Illum;
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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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vec2 hip_pack0;
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vec3 normal;
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vec3 lightDir;
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vec2 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform sampler2D _Illum;
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uniform vec4 _Color;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 c_3;
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vec4 tex_4;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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tex_4 = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = (tex_4 * _Color);
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c_3 = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = c_3.xyz;
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o_2.Albedo = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_Illum, IN_1.uv_Illum);
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vec3 tmpvar_10;
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tmpvar_10 = (c_3.xyz * tmpvar_9.w);
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o_2.Emission = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = c_3.w;
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o_2.Alpha = tmpvar_11;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_12,
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in vec3 lightDir_13,
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in float atten_14
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)
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{
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vec4 c_15;
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float diff_16;
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float tmpvar_17;
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tmpvar_17 = dot (s_12.Normal, lightDir_13);
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float tmpvar_18;
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tmpvar_18 = max (0.0, tmpvar_17);
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float tmpvar_19;
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tmpvar_19 = tmpvar_18;
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diff_16 = tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = ((s_12.Albedo * _LightColor0.xyz) * ((diff_16 * atten_14) * 2.0));
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c_15.xyz = tmpvar_20.xyz.xyz;
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float tmpvar_21;
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tmpvar_21 = s_12.Alpha;
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c_15.w = vec4(tmpvar_21).w;
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return c_15;
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}
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vec4 frag_surf (
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in v2f_surf IN_22
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)
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{
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vec4 c_23;
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vec3 lightDir_24;
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SurfaceOutput o_25;
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Input surfIN_26;
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vec2 tmpvar_27;
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tmpvar_27 = IN_22.hip_pack0.xy;
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surfIN_26.uv_MainTex = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = vec3(0.0, 0.0, 0.0);
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o_25.Albedo = tmpvar_28;
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vec3 tmpvar_29;
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tmpvar_29 = vec3(0.0, 0.0, 0.0);
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o_25.Emission = tmpvar_29;
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float tmpvar_30;
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tmpvar_30 = 0.0;
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o_25.Specular = tmpvar_30;
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float tmpvar_31;
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tmpvar_31 = 0.0;
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o_25.Alpha = tmpvar_31;
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float tmpvar_32;
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tmpvar_32 = 0.0;
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o_25.Gloss = tmpvar_32;
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vec3 tmpvar_33;
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tmpvar_33 = IN_22.normal;
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o_25.Normal = tmpvar_33;
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surf (surfIN_26, o_25);
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vec3 tmpvar_34;
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tmpvar_34 = IN_22.lightDir;
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lightDir_24 = tmpvar_34;
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vec4 tmpvar_35;
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tmpvar_35 = texture2D (_LightTexture0, IN_22._LightCoord);
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vec4 tmpvar_36;
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tmpvar_36 = LightingLambert (o_25, lightDir_24, (tmpvar_35.w * 1.0));
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vec4 tmpvar_37;
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tmpvar_37 = tmpvar_36;
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c_23 = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = 0.0;
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c_23.w = vec4(tmpvar_38).w;
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return c_23;
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}
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void main ()
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{
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v2f_surf xlt_IN_39;
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vec4 xl_retval_40;
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vec4 tmpvar_41;
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tmpvar_41 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_39.pos = tmpvar_41;
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float tmpvar_42;
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tmpvar_42 = xlv_FOG.x;
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xlt_IN_39.fog = tmpvar_42;
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vec2 tmpvar_43;
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tmpvar_43 = gl_TexCoord[0].xy;
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vec2 tmpvar_44;
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tmpvar_44 = tmpvar_43;
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xlt_IN_39.hip_pack0 = tmpvar_44;
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vec3 tmpvar_45;
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tmpvar_45 = gl_TexCoord[1].xyz;
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vec3 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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xlt_IN_39.normal = tmpvar_46;
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vec3 tmpvar_47;
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tmpvar_47 = gl_TexCoord[2].xyz;
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vec3 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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xlt_IN_39.lightDir = tmpvar_48;
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vec2 tmpvar_49;
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tmpvar_49 = gl_TexCoord[3].xy;
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vec2 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_39._LightCoord = tmpvar_50;
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vec4 tmpvar_51;
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tmpvar_51 = frag_surf (xlt_IN_39);
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vec4 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xl_retval_40 = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = xl_retval_40.xyzw;
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vec4 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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gl_FragData[0] = tmpvar_54;
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}
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