mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
185 lines
4 KiB
Text
185 lines
4 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec2 uv_BumpMap;
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vec2 uv2_LightMap;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec4 hip_pack0;
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vec3 lightDir;
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vec2 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightMap;
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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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vec4 UnpackNormal (
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in vec4 packednormal_1
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)
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{
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vec4 normal_2;
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vec2 tmpvar_3;
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tmpvar_3 = ((packednormal_1.wy * 2.0) - 1.0);
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normal_2.xy = tmpvar_3.xy.xy;
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float tmpvar_4;
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tmpvar_4 = sqrt (((1.0 - (normal_2.x * normal_2.x)) - (normal_2.y * normal_2.y)));
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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normal_2.z = vec3(tmpvar_5).z;
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return normal_2;
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}
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void surf (
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in Input IN_6,
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inout SurfaceOutput o_7
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)
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{
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vec4 lm_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, IN_6.uv_MainTex);
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vec3 tmpvar_10;
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tmpvar_10 = _Color.xyz;
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vec3 tmpvar_11;
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tmpvar_11 = (tmpvar_9.xyz * tmpvar_10);
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o_7.Albedo = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12 = texture2D (_LightMap, IN_6.uv2_LightMap);
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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lm_8 = tmpvar_13;
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vec3 tmpvar_14;
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tmpvar_14 = (lm_8.xyz * o_7.Albedo.xyz);
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o_7.Emission = tmpvar_14;
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float tmpvar_15;
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tmpvar_15 = (lm_8.w * _Color.w);
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o_7.Alpha = tmpvar_15;
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vec4 tmpvar_16;
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tmpvar_16 = texture2D (_BumpMap, IN_6.uv_BumpMap);
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vec4 tmpvar_17;
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tmpvar_17 = UnpackNormal (tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17.xyz;
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vec3 tmpvar_19;
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tmpvar_19 = tmpvar_18;
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o_7.Normal = tmpvar_19;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_20,
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in vec3 lightDir_21,
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in float atten_22
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)
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{
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vec4 c_23;
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float diff_24;
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float tmpvar_25;
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tmpvar_25 = dot (s_20.Normal, lightDir_21);
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float tmpvar_26;
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tmpvar_26 = max (0.0, tmpvar_25);
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float tmpvar_27;
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tmpvar_27 = tmpvar_26;
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diff_24 = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = ((s_20.Albedo * _LightColor0.xyz) * ((diff_24 * atten_22) * 2.0));
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c_23.xyz = tmpvar_28.xyz.xyz;
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float tmpvar_29;
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tmpvar_29 = s_20.Alpha;
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c_23.w = vec4(tmpvar_29).w;
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return c_23;
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}
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vec4 frag_surf (
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in v2f_surf IN_30
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)
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{
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vec4 c_31;
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vec3 lightDir_32;
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SurfaceOutput o_33;
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Input surfIN_34;
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vec2 tmpvar_35;
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tmpvar_35 = IN_30.hip_pack0.xy;
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surfIN_34.uv_MainTex = tmpvar_35;
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vec2 tmpvar_36;
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tmpvar_36 = IN_30.hip_pack0.zw;
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surfIN_34.uv_BumpMap = tmpvar_36;
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vec3 tmpvar_37;
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tmpvar_37 = vec3(0.0, 0.0, 0.0);
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o_33.Albedo = tmpvar_37;
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vec3 tmpvar_38;
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tmpvar_38 = vec3(0.0, 0.0, 0.0);
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o_33.Emission = tmpvar_38;
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float tmpvar_39;
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tmpvar_39 = 0.0;
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o_33.Specular = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = 0.0;
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o_33.Alpha = tmpvar_40;
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float tmpvar_41;
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tmpvar_41 = 0.0;
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o_33.Gloss = tmpvar_41;
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surf (surfIN_34, o_33);
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vec3 tmpvar_42;
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tmpvar_42 = IN_30.lightDir;
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lightDir_32 = tmpvar_42;
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vec4 tmpvar_43;
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tmpvar_43 = texture2D (_LightTexture0, IN_30._LightCoord);
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vec4 tmpvar_44;
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tmpvar_44 = LightingLambert (o_33, lightDir_32, (tmpvar_43.w * 1.0));
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vec4 tmpvar_45;
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tmpvar_45 = tmpvar_44;
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c_31 = tmpvar_45;
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float tmpvar_46;
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tmpvar_46 = 0.0;
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c_31.w = vec4(tmpvar_46).w;
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return c_31;
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}
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void main ()
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{
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v2f_surf xlt_IN_47;
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vec4 xl_retval_48;
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vec4 tmpvar_49;
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tmpvar_49 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_47.pos = tmpvar_49;
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float tmpvar_50;
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tmpvar_50 = xlv_FOG.x;
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xlt_IN_47.fog = tmpvar_50;
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vec4 tmpvar_51;
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tmpvar_51 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_IN_47.hip_pack0 = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = gl_TexCoord[1].xyz;
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vec3 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_IN_47.lightDir = tmpvar_54;
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vec2 tmpvar_55;
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tmpvar_55 = gl_TexCoord[2].xy;
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vec2 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xlt_IN_47._LightCoord = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = frag_surf (xlt_IN_47);
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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xl_retval_48 = tmpvar_58;
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vec4 tmpvar_59;
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tmpvar_59 = xl_retval_48.xyzw;
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vec4 tmpvar_60;
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tmpvar_60 = tmpvar_59;
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gl_FragData[0] = tmpvar_60;
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}
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