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28 lines
892 B
Text
28 lines
892 B
Text
uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _Illum;
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uniform vec4 _Color;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2].xyz;
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vec4 col_3;
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vec4 light_4;
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vec4 tmpvar_5;
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tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
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vec4 tmpvar_6;
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tmpvar_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_4.w = tmpvar_6.w;
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light_4.xyz = (tmpvar_6.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_2.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_2.xy).xyz), vec3(clamp (tmpvar_2.z, 0.0, 1.0))));
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vec4 c_7;
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c_7.xyz = (tmpvar_5.xyz * light_4.xyz);
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c_7.w = tmpvar_5.w;
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col_3.w = c_7.w;
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col_3.xyz = (c_7.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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gl_FragData[0] = col_3;
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}
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