mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-02 20:36:50 -05:00
87 lines
3.2 KiB
Text
87 lines
3.2 KiB
Text
varying vec3 xlv_TEXCOORD1;
|
|
varying vec4 xlv_TEXCOORD0;
|
|
uniform vec4 unity_LightmapFade;
|
|
uniform vec4 _ZBufferParams;
|
|
uniform vec3 _WorldSpaceCameraPos;
|
|
uniform samplerCube _ShadowMapTexture;
|
|
uniform vec4 _ProjectionParams;
|
|
uniform sampler2D _LightTextureB0;
|
|
uniform samplerCube _LightTexture0;
|
|
uniform vec4 _LightShadowData;
|
|
uniform vec4 _LightPositionRange;
|
|
uniform vec4 _LightPos;
|
|
uniform mat4 _LightMatrix0;
|
|
uniform vec4 _LightColor;
|
|
uniform mat4 _CameraToWorld;
|
|
uniform sampler2D _CameraNormalsTexture;
|
|
uniform sampler2D _CameraDepthTexture;
|
|
void main ()
|
|
{
|
|
vec4 res;
|
|
float atten;
|
|
vec3 lightDir;
|
|
vec3 normal;
|
|
vec2 tmpvar_1;
|
|
tmpvar_1 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
|
|
vec4 tmpvar_2;
|
|
tmpvar_2 = texture2D (_CameraNormalsTexture, tmpvar_1);
|
|
normal = normalize (((tmpvar_2.xyz * 2.0) - 1.0));
|
|
vec4 tmpvar_3;
|
|
tmpvar_3.w = 1.0;
|
|
tmpvar_3.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, tmpvar_1).x) + _ZBufferParams.y))));
|
|
vec3 tmpvar_4;
|
|
tmpvar_4 = (_CameraToWorld * tmpvar_3).xyz;
|
|
vec3 tmpvar_5;
|
|
tmpvar_5 = (tmpvar_4 - _LightPos.xyz);
|
|
lightDir = -(normalize (tmpvar_5));
|
|
atten = texture2D (_LightTextureB0, vec2((dot (tmpvar_5, tmpvar_5) * _LightPos.w))).w;
|
|
vec4 shadowVals;
|
|
shadowVals.x = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0));
|
|
shadowVals.y = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(-0.0078125, -0.0078125, 0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0));
|
|
shadowVals.z = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(-0.0078125, 0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0));
|
|
shadowVals.w = dot (textureCube (_ShadowMapTexture, (tmpvar_5 + vec3(0.0078125, -0.0078125, -0.0078125))), vec4(1.0, 0.00392157, 1.53787e-05, 0.0));
|
|
bvec4 tmpvar_6;
|
|
tmpvar_6 = lessThan (shadowVals, vec4(((length (tmpvar_5) * _LightPositionRange.w) * 0.97)));
|
|
float tmpvar_7;
|
|
if (tmpvar_6.x) {
|
|
tmpvar_7 = _LightShadowData.x;
|
|
} else {
|
|
tmpvar_7 = 1.0;
|
|
};
|
|
float tmpvar_8;
|
|
if (tmpvar_6.y) {
|
|
tmpvar_8 = _LightShadowData.x;
|
|
} else {
|
|
tmpvar_8 = 1.0;
|
|
};
|
|
float tmpvar_9;
|
|
if (tmpvar_6.z) {
|
|
tmpvar_9 = _LightShadowData.x;
|
|
} else {
|
|
tmpvar_9 = 1.0;
|
|
};
|
|
float tmpvar_10;
|
|
if (tmpvar_6.w) {
|
|
tmpvar_10 = _LightShadowData.x;
|
|
} else {
|
|
tmpvar_10 = 1.0;
|
|
};
|
|
vec4 tmpvar_11;
|
|
tmpvar_11.x = tmpvar_7;
|
|
tmpvar_11.y = tmpvar_8;
|
|
tmpvar_11.z = tmpvar_9;
|
|
tmpvar_11.w = tmpvar_10;
|
|
vec4 tmpvar_12;
|
|
tmpvar_12.w = 1.0;
|
|
tmpvar_12.xyz = tmpvar_4;
|
|
float tmpvar_13;
|
|
tmpvar_13 = ((atten * dot (tmpvar_11, vec4(0.25, 0.25, 0.25, 0.25))) * textureCube (_LightTexture0, (_LightMatrix0 * tmpvar_12).xyz).w);
|
|
atten = tmpvar_13;
|
|
res.xyz = (_LightColor.xyz * (max (0.0, dot (lightDir, normal)) * tmpvar_13));
|
|
res.w = ((pow (max (0.0, dot (normalize ((lightDir - normalize ((tmpvar_4 - _WorldSpaceCameraPos)))), normal)), (tmpvar_2.w * 128.0)) * clamp (tmpvar_13, 0.0, 1.0)) * dot (_LightColor.xyz, vec3(0.22, 0.707, 0.071)));
|
|
vec4 tmpvar_14;
|
|
tmpvar_14 = (res * clamp ((1.0 - ((tmpvar_3.z * unity_LightmapFade.z) + unity_LightmapFade.w)), 0.0, 1.0));
|
|
res = tmpvar_14;
|
|
gl_FragData[0] = exp2 (-(tmpvar_14));
|
|
}
|
|
|