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31 lines
940 B
Text
31 lines
940 B
Text
varying lowp vec3 xlv_TEXCOORD3;
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varying lowp vec3 xlv_TEXCOORD2;
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varying mediump vec3 xlv_TEXCOORD1;
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varying mediump vec2 xlv_TEXCOORD0;
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uniform mediump float _Shininess;
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uniform sampler2D _MainTex;
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _BumpMap;
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void main ()
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{
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lowp vec4 c;
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lowp vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, xlv_TEXCOORD0);
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lowp vec3 tmpvar_2;
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tmpvar_2 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
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lowp vec3 halfDir;
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halfDir = xlv_TEXCOORD1;
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lowp vec4 c_i0;
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lowp float spec;
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lowp float tmpvar_3;
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tmpvar_3 = max (0.0, dot (tmpvar_2, halfDir));
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mediump float tmpvar_4;
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tmpvar_4 = (pow (tmpvar_3, (_Shininess * 128.0)) * tmpvar_1.w);
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spec = tmpvar_4;
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c_i0.xyz = ((((tmpvar_1.xyz * max (0.0, dot (tmpvar_2, xlv_TEXCOORD2))) + spec) * _LightColor0.xyz) * 2.0);
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c_i0.w = 0.0;
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c = c_i0;
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c.xyz = (c_i0.xyz + (tmpvar_1.xyz * xlv_TEXCOORD3));
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gl_FragData[0] = c;
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}
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