mirror of
https://github.com/scratchfoundation/bgfx.git
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42 lines
1.3 KiB
Text
42 lines
1.3 KiB
Text
uniform vec4 _ZBufferParams;
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uniform mat4 _View2Shadow3;
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uniform mat4 _View2Shadow2;
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uniform mat4 _View2Shadow1;
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uniform mat4 _View2Shadow;
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uniform sampler2D _ShadowMapTexture;
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uniform vec4 _LightSplitsNear;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightShadowData;
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uniform sampler2D _CameraDepthTexture;
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void main ()
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{
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vec4 res;
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float tmpvar_1;
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tmpvar_1 = (1.0/(((_ZBufferParams.x * texture2D (_CameraDepthTexture, gl_TexCoord[0].xy).x) + _ZBufferParams.y)));
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vec4 tmpvar_2;
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tmpvar_2.w = 1.0;
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tmpvar_2.xyz = (gl_TexCoord[1].xyz * tmpvar_1);
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vec4 tmpvar_3;
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tmpvar_3 = (vec4(greaterThanEqual (tmpvar_2.zzzz, _LightSplitsNear)) * vec4(lessThan (tmpvar_2.zzzz, _LightSplitsFar)));
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vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = (((((_View2Shadow * tmpvar_2).xyz * tmpvar_3.x) + ((_View2Shadow1 * tmpvar_2).xyz * tmpvar_3.y)) + ((_View2Shadow2 * tmpvar_2).xyz * tmpvar_3.z)) + ((_View2Shadow3 * tmpvar_2).xyz * tmpvar_3.w));
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_ShadowMapTexture, tmpvar_4.xy);
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float tmpvar_6;
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if ((tmpvar_5.x < tmpvar_4.z)) {
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tmpvar_6 = _LightShadowData.x;
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} else {
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tmpvar_6 = 1.0;
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};
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res.x = tmpvar_6;
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res.y = 1.0;
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vec2 enc;
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vec2 tmpvar_7;
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tmpvar_7 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_1)));
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enc = tmpvar_7;
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enc.x = (tmpvar_7.x - (tmpvar_7.y * 0.00392157));
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res.zw = enc;
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gl_FragData[0] = res;
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}
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