mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
146 lines
3 KiB
Text
146 lines
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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vec2 uv_MainTex;
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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 normal;
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vec3 lightDir;
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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec3 tmpvar_3;
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tmpvar_3 = vec3(0.0, 1.0, 0.0);
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o_2.Emission = tmpvar_3;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_4,
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in vec3 lightDir_5,
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in float atten_6
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)
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{
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vec4 c_7;
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float diff_8;
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float tmpvar_9;
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tmpvar_9 = dot (s_4.Normal, lightDir_5);
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float tmpvar_10;
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tmpvar_10 = max (0.0, tmpvar_9);
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float tmpvar_11;
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tmpvar_11 = tmpvar_10;
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diff_8 = tmpvar_11;
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vec3 tmpvar_12;
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tmpvar_12 = ((s_4.Albedo * _LightColor0.xyz) * ((diff_8 * atten_6) * 2.0));
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c_7.xyz = tmpvar_12.xyz.xyz;
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float tmpvar_13;
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tmpvar_13 = s_4.Alpha;
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c_7.w = vec4(tmpvar_13).w;
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return c_7;
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}
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vec4 frag_surf (
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in v2f_surf IN_14
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)
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{
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vec4 c_15;
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vec3 lightDir_16;
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Input surfIN_17;
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SurfaceOutput o_18;
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vec3 tmpvar_19;
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tmpvar_19 = vec3(0.0, 0.0, 0.0);
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o_18.Albedo = tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = vec3(0.0, 0.0, 0.0);
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o_18.Emission = tmpvar_20;
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float tmpvar_21;
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tmpvar_21 = 0.0;
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o_18.Specular = tmpvar_21;
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float tmpvar_22;
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tmpvar_22 = 0.0;
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o_18.Alpha = tmpvar_22;
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float tmpvar_23;
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tmpvar_23 = 0.0;
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o_18.Gloss = tmpvar_23;
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vec3 tmpvar_24;
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tmpvar_24 = IN_14.normal;
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o_18.Normal = tmpvar_24;
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surf (surfIN_17, o_18);
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vec3 tmpvar_25;
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tmpvar_25 = IN_14.lightDir;
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lightDir_16 = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = normalize (lightDir_16);
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vec3 tmpvar_27;
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tmpvar_27 = tmpvar_26;
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lightDir_16 = tmpvar_27;
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float tmpvar_28;
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tmpvar_28 = dot (IN_14._LightCoord, IN_14._LightCoord);
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vec2 tmpvar_29;
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tmpvar_29 = vec2(tmpvar_28);
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vec2 tmpvar_30;
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tmpvar_30 = tmpvar_29.xy;
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vec4 tmpvar_31;
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tmpvar_31 = texture2D (_LightTexture0, tmpvar_30);
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vec4 tmpvar_32;
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tmpvar_32 = LightingLambert (o_18, lightDir_16, tmpvar_31.w);
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vec4 tmpvar_33;
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tmpvar_33 = tmpvar_32;
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c_15 = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = 0.0;
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c_15.w = vec4(tmpvar_34).w;
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return c_15;
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}
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void main ()
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{
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v2f_surf xlt_IN_35;
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vec4 xl_retval_36;
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vec4 tmpvar_37;
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tmpvar_37 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_35.pos = tmpvar_37;
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float tmpvar_38;
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tmpvar_38 = xlv_FOG.x;
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xlt_IN_35.fog = tmpvar_38;
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vec3 tmpvar_39;
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tmpvar_39 = gl_TexCoord[0].xyz;
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vec3 tmpvar_40;
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tmpvar_40 = tmpvar_39;
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xlt_IN_35.normal = tmpvar_40;
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vec3 tmpvar_41;
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tmpvar_41 = gl_TexCoord[1].xyz;
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vec3 tmpvar_42;
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tmpvar_42 = tmpvar_41;
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xlt_IN_35.lightDir = tmpvar_42;
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vec3 tmpvar_43;
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tmpvar_43 = gl_TexCoord[2].xyz;
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vec3 tmpvar_44;
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tmpvar_44 = tmpvar_43;
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xlt_IN_35._LightCoord = tmpvar_44;
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vec4 tmpvar_45;
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tmpvar_45 = frag_surf (xlt_IN_35);
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vec4 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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xl_retval_36 = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = xl_retval_36.xyzw;
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vec4 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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gl_FragData[0] = tmpvar_48;
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}
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