mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 00:31:28 -05:00
408 lines
8.8 KiB
Text
408 lines
8.8 KiB
Text
struct v2f {
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vec4 pos;
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vec4 uv;
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vec3 ray;
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};
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uniform sampler2D _CameraDepthTexture;
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uniform sampler2D _CameraNormalsTexture;
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uniform vec4 _LightColor;
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uniform vec4 _LightPos;
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uniform vec4 _LightPositionRange;
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uniform vec4 _LightShadowData;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform vec4 _ProjectionParams;
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uniform samplerCube _ShadowMapTexture;
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uniform mat4 _View2Shadow;
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uniform mat4 _ViewToCookie;
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uniform vec4 _ZBufferParams;
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uniform vec4 unity_LightmapFade;
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float xll_saturate (
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in float x_1
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)
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{
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float tmpvar_2;
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tmpvar_2 = clamp (x_1, 0.0, 1.0);
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return tmpvar_2;
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}
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vec2 xll_saturate (
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in vec2 x_3
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)
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{
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vec2 tmpvar_4;
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tmpvar_4 = clamp (x_3, 0.0, 1.0);
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return tmpvar_4;
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}
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vec3 xll_saturate (
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in vec3 x_5
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)
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{
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vec3 tmpvar_6;
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tmpvar_6 = clamp (x_5, 0.0, 1.0);
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return tmpvar_6;
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}
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vec4 xll_saturate (
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in vec4 x_7
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)
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{
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vec4 tmpvar_8;
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tmpvar_8 = clamp (x_7, 0.0, 1.0);
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return tmpvar_8;
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}
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mat2 xll_saturate (
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in mat2 m_9
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)
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{
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vec2 tmpvar_10;
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tmpvar_10 = clamp (m_9[0], 0.0, 1.0);
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vec2 tmpvar_11;
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tmpvar_11 = clamp (m_9[1], 0.0, 1.0);
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mat2 tmpvar_12;
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vec2 tmpvar_13;
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tmpvar_13 = tmpvar_10;
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tmpvar_12[0] = tmpvar_13;
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vec2 tmpvar_14;
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tmpvar_14 = tmpvar_11;
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tmpvar_12[1] = tmpvar_14;
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return tmpvar_12;
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}
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mat3 xll_saturate (
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in mat3 m_15
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)
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{
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vec3 tmpvar_16;
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tmpvar_16 = clamp (m_15[0], 0.0, 1.0);
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vec3 tmpvar_17;
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tmpvar_17 = clamp (m_15[1], 0.0, 1.0);
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vec3 tmpvar_18;
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tmpvar_18 = clamp (m_15[2], 0.0, 1.0);
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mat3 tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_16;
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tmpvar_19[0] = tmpvar_20;
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vec3 tmpvar_21;
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tmpvar_21 = tmpvar_17;
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tmpvar_19[1] = tmpvar_21;
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_18;
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tmpvar_19[2] = tmpvar_22;
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return tmpvar_19;
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}
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mat4 xll_saturate (
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in mat4 m_23
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)
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{
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vec4 tmpvar_24;
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tmpvar_24 = clamp (m_23[0], 0.0, 1.0);
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vec4 tmpvar_25;
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tmpvar_25 = clamp (m_23[1], 0.0, 1.0);
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vec4 tmpvar_26;
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tmpvar_26 = clamp (m_23[2], 0.0, 1.0);
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vec4 tmpvar_27;
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tmpvar_27 = clamp (m_23[3], 0.0, 1.0);
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mat4 tmpvar_28;
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vec4 tmpvar_29;
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tmpvar_29 = tmpvar_24;
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tmpvar_28[0] = tmpvar_29;
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_25;
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tmpvar_28[1] = tmpvar_30;
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vec4 tmpvar_31;
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tmpvar_31 = tmpvar_26;
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tmpvar_28[2] = tmpvar_31;
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vec4 tmpvar_32;
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tmpvar_32 = tmpvar_27;
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tmpvar_28[3] = tmpvar_32;
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return tmpvar_28;
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}
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mat3 xll_constructMat3 (
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in mat4 m_33
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)
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{
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vec3 tmpvar_34;
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tmpvar_34 = m_33[0].xyz;
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vec3 tmpvar_35;
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tmpvar_35 = m_33[1].xyz;
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vec3 tmpvar_36;
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tmpvar_36 = m_33[2].xyz;
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mat3 tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = tmpvar_34;
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tmpvar_37[0] = tmpvar_38;
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vec3 tmpvar_39;
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tmpvar_39 = tmpvar_35;
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tmpvar_37[1] = tmpvar_39;
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vec3 tmpvar_40;
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tmpvar_40 = tmpvar_36;
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tmpvar_37[2] = tmpvar_40;
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return tmpvar_37;
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}
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float Luminance (
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in vec3 c_41
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)
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{
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float tmpvar_42;
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tmpvar_42 = dot (c_41, vec3(0.22, 0.707, 0.071));
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return tmpvar_42;
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}
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float Linear01Depth (
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in float z_43
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)
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{
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return (1.0 / ((_ZBufferParams.x * z_43) + _ZBufferParams.y));
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}
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float DecodeFloatRGBA (
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in vec4 enc_44
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)
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{
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vec4 kDecodeDot_45;
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vec4 tmpvar_46;
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tmpvar_46 = vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09);
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kDecodeDot_45 = tmpvar_46;
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float tmpvar_47;
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tmpvar_47 = dot (enc_44, kDecodeDot_45);
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return tmpvar_47;
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}
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float SampleCubeDistance (
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in vec3 vec_48
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)
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{
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vec4 packDist_49;
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vec4 tmpvar_50;
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tmpvar_50 = textureCube (_ShadowMapTexture, vec_48);
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vec4 tmpvar_51;
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tmpvar_51 = tmpvar_50;
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packDist_49 = tmpvar_51;
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float tmpvar_52;
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tmpvar_52 = DecodeFloatRGBA (packDist_49);
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return tmpvar_52;
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}
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float unitySampleShadow (
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in vec3 vec_53,
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in float mydist_54
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)
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{
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float dist_55;
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float tmpvar_56;
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tmpvar_56 = SampleCubeDistance (vec_53);
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float tmpvar_57;
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tmpvar_57 = tmpvar_56;
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dist_55 = tmpvar_57;
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float tmpvar_58;
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if ((dist_55 < mydist_54)) {
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tmpvar_58 = _LightShadowData.x;
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} else {
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tmpvar_58 = 1.0;
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};
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return tmpvar_58;
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}
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float ComputeShadow (
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in vec3 vec_59,
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in vec2 uv_60
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)
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{
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float mydist_61;
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float fade_62;
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float tmpvar_63;
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tmpvar_63 = ((vec_59.z * _LightShadowData.z) + _LightShadowData.w);
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fade_62 = tmpvar_63;
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float tmpvar_64;
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tmpvar_64 = xll_saturate (fade_62);
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float tmpvar_65;
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tmpvar_65 = tmpvar_64;
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fade_62 = tmpvar_65;
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mat3 tmpvar_66;
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tmpvar_66 = xll_constructMat3 (_View2Shadow);
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vec3 tmpvar_67;
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tmpvar_67 = (tmpvar_66 * vec_59);
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vec_59 = tmpvar_67;
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float tmpvar_68;
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tmpvar_68 = length (vec_59);
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float tmpvar_69;
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tmpvar_69 = (tmpvar_68 * _LightPositionRange.w);
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mydist_61 = tmpvar_69;
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float tmpvar_70;
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tmpvar_70 = (mydist_61 * 0.97);
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mydist_61 = tmpvar_70;
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float tmpvar_71;
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tmpvar_71 = unitySampleShadow (vec_59, mydist_61);
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return tmpvar_71;
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return 1.0;
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}
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vec4 frag (
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in v2f i_72
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)
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{
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float fade_73;
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vec4 res_74;
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float spec_75;
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vec3 h_76;
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float diff_77;
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float atten_78;
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float att_79;
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vec3 lightDir_80;
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vec3 tolight_81;
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vec3 vpos_82;
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float depth_83;
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vec3 normal_84;
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vec4 nspec_85;
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vec2 uv_86;
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vec3 tmpvar_87;
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tmpvar_87 = (i_72.ray * (_ProjectionParams.z / i_72.ray.z));
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i_72.ray = tmpvar_87;
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vec2 tmpvar_88;
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tmpvar_88 = (i_72.uv.xy / i_72.uv.w);
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uv_86 = tmpvar_88;
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vec4 tmpvar_89;
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tmpvar_89 = texture2D (_CameraNormalsTexture, uv_86);
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vec4 tmpvar_90;
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tmpvar_90 = tmpvar_89;
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nspec_85 = tmpvar_90;
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vec3 tmpvar_91;
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tmpvar_91 = ((nspec_85.xyz * 2.0) - 1.0);
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normal_84 = tmpvar_91;
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vec3 tmpvar_92;
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tmpvar_92 = normalize (normal_84);
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vec3 tmpvar_93;
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tmpvar_93 = tmpvar_92;
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normal_84 = tmpvar_93;
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vec4 tmpvar_94;
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tmpvar_94 = texture2D (_CameraDepthTexture, uv_86);
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float tmpvar_95;
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tmpvar_95 = tmpvar_94.x;
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depth_83 = tmpvar_95;
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float tmpvar_96;
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tmpvar_96 = Linear01Depth (depth_83);
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float tmpvar_97;
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tmpvar_97 = tmpvar_96;
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depth_83 = tmpvar_97;
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vec3 tmpvar_98;
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tmpvar_98 = (i_72.ray * depth_83);
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vpos_82 = tmpvar_98;
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vec3 tmpvar_99;
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tmpvar_99 = (_LightPos.xyz - vpos_82);
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tolight_81 = tmpvar_99;
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vec3 tmpvar_100;
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tmpvar_100 = normalize (tolight_81);
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vec3 tmpvar_101;
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tmpvar_101 = tmpvar_100;
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lightDir_80 = tmpvar_101;
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float tmpvar_102;
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tmpvar_102 = dot (tolight_81, tolight_81);
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float tmpvar_103;
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tmpvar_103 = (tmpvar_102 * _LightPos.w);
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att_79 = tmpvar_103;
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vec2 tmpvar_104;
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tmpvar_104 = vec2(att_79);
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vec2 tmpvar_105;
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tmpvar_105 = tmpvar_104.xy;
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vec4 tmpvar_106;
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tmpvar_106 = texture2D (_LightTextureB0, tmpvar_105);
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float tmpvar_107;
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tmpvar_107 = tmpvar_106.w;
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atten_78 = tmpvar_107;
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float tmpvar_108;
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tmpvar_108 = ComputeShadow (-(tolight_81), uv_86);
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float tmpvar_109;
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tmpvar_109 = (atten_78 * tmpvar_108);
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atten_78 = tmpvar_109;
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vec4 tmpvar_110;
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tmpvar_110.w = 1.0;
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tmpvar_110.xyz = vpos_82.xyz;
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vec4 tmpvar_111;
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tmpvar_111 = textureCube (_LightTexture0, (_ViewToCookie * tmpvar_110).xyz);
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float tmpvar_112;
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tmpvar_112 = (atten_78 * tmpvar_111.w);
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atten_78 = tmpvar_112;
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float tmpvar_113;
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tmpvar_113 = dot (lightDir_80, normal_84);
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float tmpvar_114;
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tmpvar_114 = max (0.0, tmpvar_113);
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float tmpvar_115;
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tmpvar_115 = tmpvar_114;
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diff_77 = tmpvar_115;
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vec3 tmpvar_116;
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tmpvar_116 = normalize (vpos_82);
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vec3 tmpvar_117;
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tmpvar_117 = normalize ((lightDir_80 - tmpvar_116));
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vec3 tmpvar_118;
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tmpvar_118 = tmpvar_117;
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h_76 = tmpvar_118;
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float tmpvar_119;
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tmpvar_119 = dot (h_76, normal_84);
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float tmpvar_120;
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tmpvar_120 = max (0.0, tmpvar_119);
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float tmpvar_121;
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tmpvar_121 = pow (tmpvar_120, (nspec_85.w * 128.0));
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float tmpvar_122;
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tmpvar_122 = tmpvar_121;
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spec_75 = tmpvar_122;
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float tmpvar_123;
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tmpvar_123 = xll_saturate (atten_78);
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float tmpvar_124;
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tmpvar_124 = (spec_75 * tmpvar_123);
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spec_75 = tmpvar_124;
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vec3 tmpvar_125;
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tmpvar_125 = (_LightColor.xyz * (diff_77 * atten_78));
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res_74.xyz = tmpvar_125.xyz.xyz;
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float tmpvar_126;
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tmpvar_126 = Luminance (_LightColor.xyz);
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float tmpvar_127;
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tmpvar_127 = (spec_75 * tmpvar_126);
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res_74.w = vec4(tmpvar_127).w;
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float tmpvar_128;
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tmpvar_128 = ((vpos_82.z * unity_LightmapFade.z) + unity_LightmapFade.w);
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fade_73 = tmpvar_128;
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float tmpvar_129;
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tmpvar_129 = xll_saturate ((1.0 - fade_73));
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vec4 tmpvar_130;
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tmpvar_130 = (res_74 * tmpvar_129);
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res_74 = tmpvar_130;
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vec4 tmpvar_131;
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tmpvar_131 = exp2 (-(res_74));
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return tmpvar_131;
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}
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void main ()
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{
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v2f xlt_i_132;
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vec4 xl_retval_133;
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vec4 tmpvar_134;
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tmpvar_134 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i_132.pos = tmpvar_134;
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vec4 tmpvar_135;
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tmpvar_135 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_136;
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tmpvar_136 = tmpvar_135;
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xlt_i_132.uv = tmpvar_136;
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vec3 tmpvar_137;
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tmpvar_137 = gl_TexCoord[1].xyz;
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vec3 tmpvar_138;
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tmpvar_138 = tmpvar_137;
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xlt_i_132.ray = tmpvar_138;
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vec4 tmpvar_139;
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tmpvar_139 = frag (xlt_i_132);
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vec4 tmpvar_140;
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tmpvar_140 = tmpvar_139;
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xl_retval_133 = tmpvar_140;
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vec4 tmpvar_141;
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tmpvar_141 = xl_retval_133.xyzw;
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vec4 tmpvar_142;
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tmpvar_142 = tmpvar_141;
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gl_FragData[0] = tmpvar_142;
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}
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