mirror of
https://github.com/scratchfoundation/bgfx.git
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64 lines
1.2 KiB
Text
64 lines
1.2 KiB
Text
varying mediump vec2 xlv_TEXCOORD0;
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uniform mediump float _EmberFadeStart;
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uniform mediump float _EmberFadeEnd;
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uniform sampler2D _BurntTex;
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uniform sampler2D _MainTex;
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float xll_saturate (
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in float x
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)
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{
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float tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec3 xll_saturate (
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in vec3 x
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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lowp vec4 frag (
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in mediump vec2 uv
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)
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{
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lowp vec3 t;
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lowp vec3 burn;
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lowp vec3 base;
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lowp vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, uv);
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lowp vec3 tmpvar_2;
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tmpvar_2 = tmpvar_1.xyz;
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base = tmpvar_2;
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lowp vec4 tmpvar_3;
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tmpvar_3 = texture2D (_BurntTex, uv);
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lowp vec3 tmpvar_4;
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tmpvar_4 = tmpvar_3.xyz;
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burn = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = xll_saturate (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)));
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vec3 tmpvar_6;
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tmpvar_6 = vec3(tmpvar_5);
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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t = tmpvar_7;
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lowp vec3 tmpvar_8;
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tmpvar_8 = mix (base, burn, t);
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lowp vec4 tmpvar_9;
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tmpvar_9.w = 1.0;
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tmpvar_9.xyz = tmpvar_8.xyz;
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return tmpvar_9;
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}
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void main ()
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{
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lowp vec4 tmpvar_1;
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tmpvar_1 = frag (xlv_TEXCOORD0);
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lowp vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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gl_FragColor = tmpvar_2;
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}
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