mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-02 20:36:50 -05:00
48 lines
1.6 KiB
Text
48 lines
1.6 KiB
Text
uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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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[1].xyz;
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vec3 tmpvar_3;
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tmpvar_3 = gl_TexCoord[3].xyz;
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vec4 c;
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vec2 tmpvar_4;
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vec3 v;
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vec3 tmpvar_5;
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tmpvar_5 = normalize (tmpvar_2);
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v = tmpvar_5;
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v.z = (tmpvar_5.z + 0.42);
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tmpvar_4 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v.z));
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_4));
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vec4 tmpvar_7;
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tmpvar_7 = (tmpvar_6 * _Color);
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vec4 normal;
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normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_4)).wy * 2.0) - 1.0);
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normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
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vec3 tmpvar_8;
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tmpvar_8 = normal.xyz;
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vec3 tmpvar_9;
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tmpvar_9 = normalize (gl_TexCoord[2].xyz);
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vec4 tmpvar_10;
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tmpvar_10 = texture2D (_LightTexture0, vec2(dot (tmpvar_3, tmpvar_3)));
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vec4 c_i0_i1;
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float tmpvar_11;
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tmpvar_11 = (pow (max (0.0, dot (tmpvar_8, normalize ((tmpvar_9 + normalize (tmpvar_2))))), (_Shininess * 128.0)) * tmpvar_6.w);
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c_i0_i1.xyz = ((((tmpvar_7.xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_8, tmpvar_9))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_11)) * (tmpvar_10.w * 2.0));
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c_i0_i1.w = (tmpvar_7.w + (((_LightColor0.w * _SpecColor.w) * tmpvar_11) * tmpvar_10.w));
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c = c_i0_i1;
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c.w = 0.0;
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gl_FragData[0] = c;
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}
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