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https://github.com/scratchfoundation/bgfx.git
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42 lines
1.3 KiB
Text
42 lines
1.3 KiB
Text
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform sampler2D _GlossMap;
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uniform vec4 _LightColor0;
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uniform samplerCube _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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uniform float _Shininess;
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void main ()
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{
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vec2 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xy;
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3].xyz;
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vec4 c_3;
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vec4 normal_4;
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normal_4.xy = ((texture2D (_BumpMap, tmpvar_1).wy * 2.0) - 1.0);
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normal_4.z = sqrt(((1.0 -
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(normal_4.x * normal_4.x)
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) - (normal_4.y * normal_4.y)));
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vec3 tmpvar_5;
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tmpvar_5 = normalize(gl_TexCoord[1].xyz);
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float atten_6;
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atten_6 = (texture2D (_LightTextureB0, vec2(dot (tmpvar_2, tmpvar_2))).w * textureCube (_LightTexture0, tmpvar_2).w);
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vec4 c_7;
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float tmpvar_8;
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tmpvar_8 = (pow (max (0.0,
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dot (normal_4.xyz, normalize((tmpvar_5 + normalize(gl_TexCoord[2].xyz))))
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), (_Shininess * 128.0)) * texture2D (_GlossMap, tmpvar_1).w);
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c_7.xyz = (((
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((texture2D (_MainTex, tmpvar_1).xyz * gl_Color.xyz) * _LightColor0.xyz)
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*
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max (0.0, dot (normal_4.xyz, tmpvar_5))
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) + (_LightColor0.xyz * tmpvar_8)) * (atten_6 * 2.0));
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c_7.w = (((_LightColor0.w * tmpvar_8) * atten_6) * _Color.w);
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c_3.xyz = c_7.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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}
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// inputs: 2, stats: 31 alu 5 tex 0 flow
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