bgfx/examples/runtime/shaders/glsl/fs_mesh.bin
2012-10-07 20:41:18 -07:00

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#version 140
uniform float u_time;
varying vec4 v_color0;
varying vec3 v_normal;
varying vec3 v_view;
varying vec3 v_pos;
void main ()
{
vec3 tmpvar_1;
tmpvar_1 = normalize(v_normal);
float tmpvar_2;
tmpvar_2 = dot (tmpvar_1, vec3(0.0, 0.0, -1.0));
vec2 tmpvar_3;
tmpvar_3.x = tmpvar_2;
tmpvar_3.y = dot ((vec3(0.0, 0.0, -1.0) - ((2.0 * tmpvar_2) * tmpvar_1)), normalize(v_view));
float tmpvar_4;
tmpvar_4 = max (0.0, tmpvar_2);
vec4 tmpvar_5;
tmpvar_5.xw = vec2(1.0, 1.0);
tmpvar_5.y = tmpvar_4;
tmpvar_5.z = (float((tmpvar_2 >= 0.0)) * max (0.0, tmpvar_3.y));
float tmpvar_6;
tmpvar_6 = (((((sin(((v_pos.x * 3.0) + u_time)) * 0.3) + 0.7) + ((cos(((v_pos.y * 3.0) + u_time)) * 0.4) + 0.6)) + ((cos(((v_pos.z * 3.0) + u_time)) * 0.2) + 0.8)) * 3.14159);
vec3 tmpvar_7;
tmpvar_7.x = ((sin((tmpvar_6 * 8.0)) * 0.4) + 0.6);
tmpvar_7.y = ((sin((tmpvar_6 * 4.0)) * 0.4) + 0.6);
tmpvar_7.z = ((sin((tmpvar_6 * 2.0)) * 0.4) + 0.6);
gl_FragColor.xyz = pow (((vec3(0.07, 0.06, 0.08) + ((tmpvar_7 * v_color0.xyz) * tmpvar_4)) + (max ((0.2 + (0.8 * pow ((1.0 - tmpvar_2), 5.0))), 0.0) * pow (tmpvar_5.z, 128.0))), vec3(0.454545, 0.454545, 0.454545));
gl_FragColor.w = 1.0;
}