mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
180 lines
3.9 KiB
Text
180 lines
3.9 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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vec4 screenPos;
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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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vec3 normal;
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vec3 lightDir;
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vec4 _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 _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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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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vec2 uv_3;
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vec2 tmpvar_4;
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tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
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uv_3 = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
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uv_3 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = vec3(0.5, 0.5, 0.5);
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o_2.Albedo = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = texture2D (_MainTex, uv_3);
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vec3 tmpvar_8;
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tmpvar_8 = (tmpvar_7.xyz * 0.5);
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o_2.Emission = tmpvar_8;
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}
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float UnitySpotCookie (
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in vec4 LightCoord_9
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)
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{
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vec4 tmpvar_10;
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tmpvar_10 = texture2D (_LightTexture0, ((LightCoord_9.xy / LightCoord_9.w) + 0.5));
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return tmpvar_10.w;
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}
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float UnitySpotAttenuate (
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in vec3 LightCoord_11
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)
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{
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float tmpvar_12;
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tmpvar_12 = dot (LightCoord_11, LightCoord_11);
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vec2 tmpvar_13;
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tmpvar_13 = vec2(tmpvar_12);
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_13.xy;
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vec4 tmpvar_15;
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tmpvar_15 = texture2D (_LightTextureB0, tmpvar_14);
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return tmpvar_15.w;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_16,
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in vec3 lightDir_17,
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in float atten_18
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)
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{
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vec4 c_19;
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float diff_20;
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float tmpvar_21;
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tmpvar_21 = dot (s_16.Normal, lightDir_17);
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float tmpvar_22;
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tmpvar_22 = max (0.0, tmpvar_21);
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float tmpvar_23;
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tmpvar_23 = tmpvar_22;
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diff_20 = tmpvar_23;
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vec3 tmpvar_24;
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tmpvar_24 = ((s_16.Albedo * _LightColor0.xyz) * ((diff_20 * atten_18) * 2.0));
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c_19.xyz = tmpvar_24.xyz.xyz;
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float tmpvar_25;
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tmpvar_25 = s_16.Alpha;
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c_19.w = vec4(tmpvar_25).w;
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return c_19;
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}
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vec4 frag_surf (
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in v2f_surf IN_26
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)
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{
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vec4 c_27;
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vec3 lightDir_28;
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Input surfIN_29;
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SurfaceOutput o_30;
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vec3 tmpvar_31;
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tmpvar_31 = vec3(0.0, 0.0, 0.0);
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o_30.Albedo = tmpvar_31;
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vec3 tmpvar_32;
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tmpvar_32 = vec3(0.0, 0.0, 0.0);
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o_30.Emission = tmpvar_32;
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float tmpvar_33;
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tmpvar_33 = 0.0;
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o_30.Specular = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = 0.0;
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o_30.Alpha = tmpvar_34;
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float tmpvar_35;
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tmpvar_35 = 0.0;
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o_30.Gloss = tmpvar_35;
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vec3 tmpvar_36;
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tmpvar_36 = IN_26.normal;
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o_30.Normal = tmpvar_36;
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surf (surfIN_29, o_30);
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vec3 tmpvar_37;
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tmpvar_37 = IN_26.lightDir;
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lightDir_28 = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = normalize (lightDir_28);
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vec3 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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lightDir_28 = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = UnitySpotCookie (IN_26._LightCoord);
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float tmpvar_41;
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tmpvar_41 = UnitySpotAttenuate (IN_26._LightCoord.xyz);
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vec4 tmpvar_42;
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tmpvar_42 = LightingLambert (o_30, lightDir_28, ((float((IN_26._LightCoord.z > 0.0)) * tmpvar_40) * tmpvar_41));
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vec4 tmpvar_43;
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tmpvar_43 = tmpvar_42;
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c_27 = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = 0.0;
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c_27.w = vec4(tmpvar_44).w;
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return c_27;
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}
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void main ()
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{
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v2f_surf xlt_IN_45;
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vec4 xl_retval_46;
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vec4 tmpvar_47;
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tmpvar_47 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_45.pos = tmpvar_47;
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float tmpvar_48;
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tmpvar_48 = xlv_FOG.x;
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xlt_IN_45.fog = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = gl_TexCoord[0].xyz;
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vec3 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_45.normal = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_TexCoord[1].xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_IN_45.lightDir = tmpvar_52;
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vec4 tmpvar_53;
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tmpvar_53 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_IN_45._LightCoord = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = frag_surf (xlt_IN_45);
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xl_retval_46 = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = xl_retval_46.xyzw;
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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gl_FragData[0] = tmpvar_58;
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}
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