mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
135 lines
2.8 KiB
Text
135 lines
2.8 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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vec4 screenPos;
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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_screenPos;
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vec4 hip_screen;
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};
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varying vec4 xlv_FOG;
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uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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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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vec2 uv_3;
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vec2 tmpvar_4;
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tmpvar_4 = (IN_1.screenPos.xy / IN_1.screenPos.w);
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uv_3 = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = (uv_3 * vec2(2.0, 1.0));
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uv_3 = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = texture2D (_MainTex, uv_3);
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_6.xyz;
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o_2.Albedo = tmpvar_7;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s_8,
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in vec4 light_9
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)
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{
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vec4 c_10;
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vec3 tmpvar_11;
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tmpvar_11 = (s_8.Albedo * light_9.xyz);
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c_10.xyz = tmpvar_11.xyz.xyz;
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float tmpvar_12;
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tmpvar_12 = s_8.Alpha;
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c_10.w = vec4(tmpvar_12).w;
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return c_10;
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}
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vec4 frag_surf (
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in v2f_surf IN_13
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)
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{
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vec4 col_14;
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vec4 light_15;
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SurfaceOutput o_16;
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Input surfIN_17;
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vec4 tmpvar_18;
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tmpvar_18 = IN_13.hip_screenPos;
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surfIN_17.screenPos = tmpvar_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_16.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_16.Emission = tmpvar_20;
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float tmpvar_21;
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tmpvar_21 = 0.0;
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o_16.Specular = tmpvar_21;
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float tmpvar_22;
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tmpvar_22 = 0.0;
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o_16.Alpha = tmpvar_22;
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float tmpvar_23;
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tmpvar_23 = 0.0;
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o_16.Gloss = tmpvar_23;
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surf (surfIN_17, o_16);
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vec4 tmpvar_24;
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tmpvar_24 = texture2DProj (_LightBuffer, IN_13.hip_screen);
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vec4 tmpvar_25;
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tmpvar_25 = tmpvar_24;
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light_15 = tmpvar_25;
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vec4 tmpvar_26;
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tmpvar_26 = log2 (light_15);
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vec4 tmpvar_27;
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tmpvar_27 = -(tmpvar_26);
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light_15 = tmpvar_27;
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vec3 tmpvar_28;
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tmpvar_28 = (light_15.xyz + unity_Ambient.xyz);
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light_15.xyz = tmpvar_28.xyz.xyz;
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vec4 tmpvar_29;
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tmpvar_29 = LightingLambert_PrePass (o_16, light_15);
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vec4 tmpvar_30;
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tmpvar_30 = tmpvar_29;
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col_14 = tmpvar_30;
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return col_14;
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}
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void main ()
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{
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v2f_surf xlt_IN_31;
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vec4 xl_retval_32;
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vec4 tmpvar_33;
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tmpvar_33 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_31.pos = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = xlv_FOG.x;
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xlt_IN_31.fog = tmpvar_34;
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vec4 tmpvar_35;
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tmpvar_35 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_36;
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tmpvar_36 = tmpvar_35;
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xlt_IN_31.hip_screenPos = tmpvar_36;
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vec4 tmpvar_37;
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tmpvar_37 = gl_TexCoord[1].xyzw;
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vec4 tmpvar_38;
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tmpvar_38 = tmpvar_37;
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xlt_IN_31.hip_screen = tmpvar_38;
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vec4 tmpvar_39;
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tmpvar_39 = frag_surf (xlt_IN_31);
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vec4 tmpvar_40;
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tmpvar_40 = tmpvar_39;
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xl_retval_32 = tmpvar_40;
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vec4 tmpvar_41;
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tmpvar_41 = xl_retval_32.xyzw;
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vec4 tmpvar_42;
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tmpvar_42 = tmpvar_41;
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gl_FragData[0] = tmpvar_42;
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}
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