mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
119 lines
4.3 KiB
Text
119 lines
4.3 KiB
Text
varying vec4 xlv_FOG;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 unity_SHC;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAb;
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uniform vec3 unity_LightColor3;
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uniform vec3 unity_LightColor2;
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uniform vec3 unity_LightColor1;
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uniform vec3 unity_LightColor0;
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uniform vec4 unity_4LightPosZ0;
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uniform vec4 unity_4LightPosY0;
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uniform vec4 unity_4LightPosX0;
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uniform vec4 unity_4LightAtten0;
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uniform vec4 _WavingTint;
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uniform vec4 _WaveAndDistance;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform vec3 _CameraUp;
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uniform vec3 _CameraRight;
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uniform vec4 _CameraPosition;
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void main ()
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{
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vec4 pos_1;
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pos_1 = gl_Vertex;
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vec2 offset_2;
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offset_2 = TANGENT.xy;
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vec3 tmpvar_3;
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tmpvar_3 = (gl_Vertex.xyz - _CameraPosition.xyz);
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float tmpvar_4;
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tmpvar_4 = dot (tmpvar_3, tmpvar_3);
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if ((tmpvar_4 > _WaveAndDistance.w)) {
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offset_2 = vec2(0.0, 0.0);
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};
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pos_1.xyz = (gl_Vertex.xyz + (offset_2.x * _CameraRight));
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pos_1.xyz = (pos_1.xyz + (offset_2.y * _CameraUp));
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vec4 vertex_5;
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vertex_5.yw = pos_1.yw;
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vec4 outColor_6;
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vec3 waveMove_7;
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waveMove_7.y = 0.0;
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vec4 tmpvar_8;
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tmpvar_8 = ((fract((((pos_1.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos_1.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
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vec4 tmpvar_9;
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tmpvar_9 = (tmpvar_8 * tmpvar_8);
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vec4 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * tmpvar_8);
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vec4 tmpvar_11;
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tmpvar_11 = (tmpvar_10 * tmpvar_9);
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vec4 tmpvar_12;
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tmpvar_12 = (((tmpvar_8 + (tmpvar_10 * -0.161616)) + (tmpvar_11 * 0.0083333)) + ((tmpvar_11 * tmpvar_9) * -0.00019841));
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vec4 tmpvar_13;
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tmpvar_13 = (tmpvar_12 * tmpvar_12);
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vec4 tmpvar_14;
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tmpvar_14 = (tmpvar_13 * tmpvar_13);
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vec4 tmpvar_15;
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tmpvar_15 = (tmpvar_14 * TANGENT.y);
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waveMove_7.x = dot (tmpvar_15, vec4(0.024, 0.04, -0.12, 0.096));
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waveMove_7.z = dot (tmpvar_15, vec4(0.006, 0.02, -0.02, 0.1));
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vertex_5.xz = (pos_1.xz - (waveMove_7.xz * _WaveAndDistance.z));
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outColor_6.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_14, normalize(vec4(1.0, 1.0, 0.4, 0.2))) * 0.7)))) * 2.0);
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outColor_6.w = 1.0;
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vec4 tmpvar_16;
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tmpvar_16 = (gl_ModelViewProjectionMatrix * vertex_5);
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mat3 tmpvar_17;
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tmpvar_17[0] = _Object2World[0].xyz;
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tmpvar_17[1] = _Object2World[1].xyz;
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tmpvar_17[2] = _Object2World[2].xyz;
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vec3 tmpvar_18;
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tmpvar_18 = (tmpvar_17 * (gl_Normal * unity_Scale.w));
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vec4 tmpvar_19;
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tmpvar_19.w = 1.0;
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tmpvar_19.xyz = tmpvar_18;
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vec3 x2_20;
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vec3 x1_21;
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x1_21.x = dot (unity_SHAr, tmpvar_19);
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x1_21.y = dot (unity_SHAg, tmpvar_19);
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x1_21.z = dot (unity_SHAb, tmpvar_19);
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vec4 tmpvar_22;
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tmpvar_22 = (tmpvar_18.xyzz * tmpvar_18.yzzx);
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x2_20.x = dot (unity_SHBr, tmpvar_22);
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x2_20.y = dot (unity_SHBg, tmpvar_22);
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x2_20.z = dot (unity_SHBb, tmpvar_22);
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vec3 tmpvar_23;
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tmpvar_23 = (_Object2World * vertex_5).xyz;
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vec4 tmpvar_24;
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tmpvar_24 = (unity_4LightPosX0 - tmpvar_23.x);
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vec4 tmpvar_25;
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tmpvar_25 = (unity_4LightPosY0 - tmpvar_23.y);
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vec4 tmpvar_26;
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tmpvar_26 = (unity_4LightPosZ0 - tmpvar_23.z);
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vec4 tmpvar_27;
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tmpvar_27 = (((tmpvar_24 * tmpvar_24) + (tmpvar_25 * tmpvar_25)) + (tmpvar_26 * tmpvar_26));
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vec4 tmpvar_28;
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tmpvar_28 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_24 * tmpvar_18.x) + (tmpvar_25 * tmpvar_18.y)) + (tmpvar_26 * tmpvar_18.z)) * inversesqrt(tmpvar_27))) * (1.0/((1.0 + (tmpvar_27 * unity_4LightAtten0)))));
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gl_Position = tmpvar_16;
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vec4 tmpvar_29;
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tmpvar_29.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_29.x = tmpvar_16.z;
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xlv_FOG = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30.zw = vec2(0.0, 0.0);
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tmpvar_30.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_30;
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gl_FrontColor = outColor_6;
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vec4 tmpvar_31;
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tmpvar_31.w = 0.0;
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tmpvar_31.xyz = tmpvar_18;
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gl_TexCoord[1] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32.w = 0.0;
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tmpvar_32.xyz = (((x1_21 + x2_20) + (unity_SHC.xyz * ((tmpvar_18.x * tmpvar_18.x) - (tmpvar_18.y * tmpvar_18.y)))) + ((((unity_LightColor0 * tmpvar_28.x) + (unity_LightColor1 * tmpvar_28.y)) + (unity_LightColor2 * tmpvar_28.z)) + (unity_LightColor3 * tmpvar_28.w)));
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gl_TexCoord[2] = tmpvar_32;
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}
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