mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
114 lines
3.8 KiB
Text
114 lines
3.8 KiB
Text
varying vec4 xlv_FOG;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 _WorldSpaceLightPos0;
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uniform vec3 _WorldSpaceCameraPos;
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uniform mat4 _World2Object;
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uniform vec4 _Wind;
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uniform float _TimeX;
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uniform vec4 _SquashPlaneNormal;
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uniform float _SquashAmount;
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uniform vec4 _Scale;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform mat4 _LightMatrix0;
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uniform vec4 _Color;
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void main ()
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{
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vec4 tmpvar_1;
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vec4 tmpvar_2;
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float tmpvar_3;
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tmpvar_3 = (1.0 - abs (TANGENT.w));
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vec4 tmpvar_4;
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tmpvar_4.w = 0.0;
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tmpvar_4.xyz = gl_Normal;
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vec4 tmpvar_5;
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tmpvar_5.yw = vec2(0.0, 0.0);
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tmpvar_5.x = gl_Normal.z;
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tmpvar_5.z = -(gl_Normal.x);
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vec4 tmpvar_6;
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tmpvar_6 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3));
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vec3 tmpvar_7;
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tmpvar_7 = mix (gl_Normal, normalize ((tmpvar_4 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_3));
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vec4 tmpvar_8;
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tmpvar_8.w = -1.0;
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tmpvar_8.xyz = normalize ((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz;
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vec4 tmpvar_9;
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tmpvar_9 = mix (TANGENT, tmpvar_8, vec4(tmpvar_3));
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tmpvar_1 = tmpvar_6;
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tmpvar_2 = tmpvar_9;
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tmpvar_1.xyz = (tmpvar_6.xyz * _Scale.xyz);
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vec4 pos_i0;
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pos_i0 = tmpvar_1;
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vec3 bend;
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float tmpvar_10;
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tmpvar_10 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
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vec2 tmpvar_11;
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tmpvar_11.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_10)));
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tmpvar_11.y = tmpvar_10;
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vec4 tmpvar_12;
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tmpvar_12 = abs (((fract ((((fract (((_TimeX + tmpvar_11).xxyy * vec4(1.975, 0.793, 0.375, 0.193))) * 2.0) - 1.0) + 0.5)) * 2.0) - 1.0));
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vec4 tmpvar_13;
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tmpvar_13 = ((tmpvar_12 * tmpvar_12) * (3.0 - (2.0 * tmpvar_12)));
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vec2 tmpvar_14;
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tmpvar_14 = (tmpvar_13.xz + tmpvar_13.yw);
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bend = ((gl_Color.y * 0.1) * tmpvar_7);
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bend.y = (gl_MultiTexCoord1.y * 0.3);
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pos_i0.xyz = (tmpvar_1.xyz + (((tmpvar_14.xyx * bend) + ((_Wind.xyz * tmpvar_14.y) * gl_MultiTexCoord1.y)) * _Wind.w));
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pos_i0.xyz = (pos_i0.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
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vec3 tmpvar_15;
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tmpvar_15.xz = vec2(0.0, 0.0);
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tmpvar_15.y = _SquashPlaneNormal.w;
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vec3 tmpvar_16;
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tmpvar_16 = mix ((pos_i0.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_15 - pos_i0.xyz)) * _SquashPlaneNormal.xyz)), pos_i0.xyz, vec3(_SquashAmount));
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vec4 tmpvar_17;
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tmpvar_17.w = 1.0;
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tmpvar_17.xyz = tmpvar_16;
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tmpvar_1 = tmpvar_17;
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vec4 tmpvar_18;
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tmpvar_18.xyz = (gl_Color.w * _Color.xyz);
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tmpvar_18.w = _Color.w;
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vec3 tmpvar_19;
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tmpvar_19 = normalize (tmpvar_7);
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tmpvar_2.xyz = normalize (tmpvar_9.xyz);
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vec4 tmpvar_20;
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tmpvar_20 = (gl_ModelViewProjectionMatrix * tmpvar_17);
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vec3 tmpvar_21;
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tmpvar_21 = (cross (tmpvar_19, tmpvar_2.xyz) * tmpvar_9.w);
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mat3 tmpvar_22;
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tmpvar_22[0].x = tmpvar_2.x;
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tmpvar_22[0].y = tmpvar_21.x;
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tmpvar_22[0].z = tmpvar_19.x;
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tmpvar_22[1].x = tmpvar_2.y;
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tmpvar_22[1].y = tmpvar_21.y;
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tmpvar_22[1].z = tmpvar_19.y;
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tmpvar_22[2].x = tmpvar_2.z;
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tmpvar_22[2].y = tmpvar_21.z;
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tmpvar_22[2].z = tmpvar_19.z;
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vec4 tmpvar_23;
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tmpvar_23.w = 1.0;
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tmpvar_23.xyz = _WorldSpaceCameraPos;
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gl_Position = tmpvar_20;
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vec4 tmpvar_24;
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tmpvar_24.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_24.x = tmpvar_20.z;
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xlv_FOG = tmpvar_24;
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vec4 tmpvar_25;
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tmpvar_25.zw = vec2(0.0, 0.0);
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tmpvar_25.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_25;
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gl_FrontColor = tmpvar_18;
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vec4 tmpvar_26;
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tmpvar_26.w = 0.0;
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tmpvar_26.xyz = (tmpvar_22 * (((_World2Object * _WorldSpaceLightPos0).xyz * unity_Scale.w) - tmpvar_16));
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gl_TexCoord[1] = tmpvar_26;
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vec4 tmpvar_27;
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tmpvar_27.w = 0.0;
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tmpvar_27.xyz = (tmpvar_22 * (((_World2Object * tmpvar_23).xyz * unity_Scale.w) - tmpvar_16));
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gl_TexCoord[2] = tmpvar_27;
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vec4 tmpvar_28;
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tmpvar_28.w = 0.0;
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tmpvar_28.xyz = (_LightMatrix0 * (_Object2World * tmpvar_17)).xyz;
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gl_TexCoord[3] = tmpvar_28;
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}
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