mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
270 lines
5.3 KiB
Text
270 lines
5.3 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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vec3 foo;
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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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vec3 cust_foo;
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vec4 hip_screen;
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vec3 hip_lmapFade;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D _LightBuffer;
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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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void surf (
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in Input IN_33,
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inout SurfaceOutput o_34
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)
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{
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vec3 tmpvar_35;
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tmpvar_35 = IN_33.foo;
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o_34.Albedo = tmpvar_35;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_36,
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in vec4 light_37
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)
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{
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vec4 c_38;
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vec3 tmpvar_39;
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tmpvar_39 = (s_36.Albedo * light_37.xyz);
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c_38.xyz = tmpvar_39.xyz.xyz;
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float tmpvar_40;
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tmpvar_40 = s_36.Alpha;
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c_38.w = vec4(tmpvar_40).w;
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return c_38;
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}
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vec3 DecodeLightmap (
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in vec4 color_41
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)
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{
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return (2.0 * color_41.xyz);
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}
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vec4 frag_surf (
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in v2f_surf IN_42
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)
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{
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vec4 col_43;
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vec3 lm_44;
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vec3 lmIndirect_45;
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vec3 lmFull_46;
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vec4 light_47;
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SurfaceOutput o_48;
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Input surfIN_49;
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vec3 tmpvar_50;
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tmpvar_50 = IN_42.cust_foo;
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surfIN_49.foo = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = vec3(0.0, 0.0, 0.0);
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o_48.Albedo = tmpvar_51;
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vec3 tmpvar_52;
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tmpvar_52 = vec3(0.0, 0.0, 0.0);
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o_48.Emission = tmpvar_52;
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float tmpvar_53;
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tmpvar_53 = 0.0;
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o_48.Specular = tmpvar_53;
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float tmpvar_54;
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tmpvar_54 = 0.0;
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o_48.Alpha = tmpvar_54;
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float tmpvar_55;
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tmpvar_55 = 0.0;
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o_48.Gloss = tmpvar_55;
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surf (surfIN_49, o_48);
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vec4 tmpvar_56;
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tmpvar_56 = texture2DProj (_LightBuffer, IN_42.hip_screen);
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vec4 tmpvar_57;
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tmpvar_57 = tmpvar_56;
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light_47 = tmpvar_57;
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vec4 tmpvar_58;
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tmpvar_58 = log2 (light_47);
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vec4 tmpvar_59;
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tmpvar_59 = -(tmpvar_58);
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light_47 = tmpvar_59;
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vec4 tmpvar_60;
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tmpvar_60 = texture2D (unity_Lightmap, IN_42.hip_lmapFade.xy);
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vec3 tmpvar_61;
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tmpvar_61 = DecodeLightmap (tmpvar_60);
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vec3 tmpvar_62;
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tmpvar_62 = tmpvar_61;
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lmFull_46 = tmpvar_62;
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vec4 tmpvar_63;
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tmpvar_63 = texture2D (unity_LightmapInd, IN_42.hip_lmapFade.xy);
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vec3 tmpvar_64;
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tmpvar_64 = DecodeLightmap (tmpvar_63);
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vec3 tmpvar_65;
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tmpvar_65 = tmpvar_64;
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lmIndirect_45 = tmpvar_65;
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float tmpvar_66;
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tmpvar_66 = xll_saturate (IN_42.hip_lmapFade.z);
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vec3 tmpvar_67;
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tmpvar_67 = vec3(tmpvar_66);
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vec3 tmpvar_68;
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tmpvar_68 = mix (lmIndirect_45, lmFull_46, tmpvar_67);
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vec3 tmpvar_69;
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tmpvar_69 = tmpvar_68;
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lm_44 = tmpvar_69;
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vec3 tmpvar_70;
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tmpvar_70 = (light_47.xyz + lm_44);
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light_47.xyz = tmpvar_70.xyz.xyz;
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vec4 tmpvar_71;
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tmpvar_71 = LightingLambert_PrePass (o_48, light_47);
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vec4 tmpvar_72;
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tmpvar_72 = tmpvar_71;
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col_43 = tmpvar_72;
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return col_43;
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}
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void main ()
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{
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v2f_surf xlt_IN_73;
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vec4 xl_retval_74;
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vec4 tmpvar_75;
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tmpvar_75 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_73.pos = tmpvar_75;
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float tmpvar_76;
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tmpvar_76 = xlv_FOG.x;
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xlt_IN_73.fog = tmpvar_76;
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vec3 tmpvar_77;
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tmpvar_77 = gl_TexCoord[0].xyz;
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vec3 tmpvar_78;
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tmpvar_78 = tmpvar_77;
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xlt_IN_73.cust_foo = tmpvar_78;
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vec4 tmpvar_79;
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tmpvar_79 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_80;
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tmpvar_80 = tmpvar_79;
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xlt_IN_73.hip_screen = tmpvar_80;
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vec3 tmpvar_81;
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tmpvar_81 = gl_TexCoord[2].xyz;
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vec3 tmpvar_82;
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tmpvar_82 = tmpvar_81;
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xlt_IN_73.hip_lmapFade = tmpvar_82;
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vec4 tmpvar_83;
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tmpvar_83 = frag_surf (xlt_IN_73);
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vec4 tmpvar_84;
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tmpvar_84 = tmpvar_83;
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xl_retval_74 = tmpvar_84;
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vec4 tmpvar_85;
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tmpvar_85 = xl_retval_74.xyzw;
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vec4 tmpvar_86;
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tmpvar_86 = tmpvar_85;
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gl_FragData[0] = tmpvar_86;
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}
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