mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
178 lines
5.8 KiB
Text
178 lines
5.8 KiB
Text
uniform sampler2D _CameraDepthTexture;
|
|
uniform sampler2D _CameraNormalsTexture;
|
|
uniform highp mat4 _CameraToWorld;
|
|
uniform highp vec4 _LightColor;
|
|
uniform highp mat4 _LightMatrix0;
|
|
uniform highp vec4 _LightPos;
|
|
uniform highp vec4 _LightPositionRange;
|
|
uniform highp vec4 _LightShadowData;
|
|
uniform lowp samplerCube _LightTexture0;
|
|
uniform sampler2D _LightTextureB0;
|
|
uniform highp vec4 _ProjectionParams;
|
|
uniform lowp samplerCube _ShadowMapTexture;
|
|
uniform highp vec3 _WorldSpaceCameraPos;
|
|
uniform highp vec4 _ZBufferParams;
|
|
uniform highp vec4 unity_LightmapFade;
|
|
varying highp vec4 xlv_TEXCOORD0;
|
|
varying highp vec3 xlv_TEXCOORD1;
|
|
void main ()
|
|
{
|
|
mediump vec4 res_1;
|
|
highp float spec_2;
|
|
mediump vec3 h_3;
|
|
highp float atten_4;
|
|
mediump vec3 lightDir_5;
|
|
highp vec3 tolight_6;
|
|
highp vec3 wpos_7;
|
|
highp float depth_8;
|
|
mediump vec3 normal_9;
|
|
mediump vec4 nspec_10;
|
|
highp vec2 uv_11;
|
|
uv_11 = (xlv_TEXCOORD0.xy / xlv_TEXCOORD0.w);
|
|
lowp vec4 tmpvar_12;
|
|
tmpvar_12 = texture2D (_CameraNormalsTexture, uv_11);
|
|
nspec_10 = tmpvar_12;
|
|
normal_9 = ((nspec_10.xyz * 2.0) - 1.0);
|
|
normal_9 = normalize(normal_9);
|
|
lowp vec4 tmpvar_13;
|
|
tmpvar_13 = texture2D (_CameraDepthTexture, uv_11);
|
|
depth_8 = tmpvar_13.x;
|
|
highp float tmpvar_14;
|
|
tmpvar_14 = (1.0/(((_ZBufferParams.x * depth_8) + _ZBufferParams.y)));
|
|
depth_8 = tmpvar_14;
|
|
highp vec4 tmpvar_15;
|
|
tmpvar_15.w = 1.0;
|
|
tmpvar_15.xyz = ((xlv_TEXCOORD1 * (_ProjectionParams.z / xlv_TEXCOORD1.z)) * tmpvar_14);
|
|
wpos_7 = (_CameraToWorld * tmpvar_15).xyz;
|
|
tolight_6 = (wpos_7 - _LightPos.xyz);
|
|
highp vec3 tmpvar_16;
|
|
tmpvar_16 = normalize(tolight_6);
|
|
lightDir_5 = -(tmpvar_16);
|
|
highp vec2 tmpvar_17;
|
|
tmpvar_17 = vec2((dot (tolight_6, tolight_6) * _LightPos.w));
|
|
lowp vec4 tmpvar_18;
|
|
tmpvar_18 = texture2D (_LightTextureB0, tmpvar_17);
|
|
atten_4 = tmpvar_18.w;
|
|
highp float mydist_19;
|
|
mydist_19 = (sqrt(dot (tolight_6, tolight_6)) * _LightPositionRange.w);
|
|
mydist_19 = (mydist_19 * 0.97);
|
|
mediump vec4 shadows_20;
|
|
highp vec4 shadowVals_21;
|
|
highp vec3 vec_22;
|
|
vec_22 = (tolight_6 + vec3(0.0078125, 0.0078125, 0.0078125));
|
|
highp vec4 packDist_23;
|
|
lowp vec4 tmpvar_24;
|
|
tmpvar_24 = textureCube (_ShadowMapTexture, vec_22);
|
|
packDist_23 = tmpvar_24;
|
|
shadowVals_21.x = dot (packDist_23, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
highp vec3 vec_25;
|
|
vec_25 = (tolight_6 + vec3(-0.0078125, -0.0078125, 0.0078125));
|
|
highp vec4 packDist_26;
|
|
lowp vec4 tmpvar_27;
|
|
tmpvar_27 = textureCube (_ShadowMapTexture, vec_25);
|
|
packDist_26 = tmpvar_27;
|
|
shadowVals_21.y = dot (packDist_26, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
highp vec3 vec_28;
|
|
vec_28 = (tolight_6 + vec3(-0.0078125, 0.0078125, -0.0078125));
|
|
highp vec4 packDist_29;
|
|
lowp vec4 tmpvar_30;
|
|
tmpvar_30 = textureCube (_ShadowMapTexture, vec_28);
|
|
packDist_29 = tmpvar_30;
|
|
shadowVals_21.z = dot (packDist_29, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
highp vec3 vec_31;
|
|
vec_31 = (tolight_6 + vec3(0.0078125, -0.0078125, -0.0078125));
|
|
highp vec4 packDist_32;
|
|
lowp vec4 tmpvar_33;
|
|
tmpvar_33 = textureCube (_ShadowMapTexture, vec_31);
|
|
packDist_32 = tmpvar_33;
|
|
shadowVals_21.w = dot (packDist_32, vec4(1.0, 0.00392157, 1.53787e-05, 6.22737e-09));
|
|
bvec4 tmpvar_34;
|
|
tmpvar_34 = lessThan (shadowVals_21, vec4(mydist_19));
|
|
highp vec4 tmpvar_35;
|
|
tmpvar_35 = _LightShadowData.xxxx;
|
|
highp float tmpvar_36;
|
|
if (tmpvar_34.x) {
|
|
tmpvar_36 = tmpvar_35.x;
|
|
} else {
|
|
tmpvar_36 = 1.0;
|
|
};
|
|
highp float tmpvar_37;
|
|
if (tmpvar_34.y) {
|
|
tmpvar_37 = tmpvar_35.y;
|
|
} else {
|
|
tmpvar_37 = 1.0;
|
|
};
|
|
highp float tmpvar_38;
|
|
if (tmpvar_34.z) {
|
|
tmpvar_38 = tmpvar_35.z;
|
|
} else {
|
|
tmpvar_38 = 1.0;
|
|
};
|
|
highp float tmpvar_39;
|
|
if (tmpvar_34.w) {
|
|
tmpvar_39 = tmpvar_35.w;
|
|
} else {
|
|
tmpvar_39 = 1.0;
|
|
};
|
|
highp vec4 tmpvar_40;
|
|
tmpvar_40.x = tmpvar_36;
|
|
tmpvar_40.y = tmpvar_37;
|
|
tmpvar_40.z = tmpvar_38;
|
|
tmpvar_40.w = tmpvar_39;
|
|
shadows_20 = tmpvar_40;
|
|
mediump float tmpvar_41;
|
|
tmpvar_41 = dot (shadows_20, vec4(0.25, 0.25, 0.25, 0.25));
|
|
atten_4 = (atten_4 * tmpvar_41);
|
|
highp vec4 tmpvar_42;
|
|
tmpvar_42.w = 1.0;
|
|
tmpvar_42.xyz = wpos_7;
|
|
lowp vec4 tmpvar_43;
|
|
highp vec3 P_44;
|
|
P_44 = (_LightMatrix0 * tmpvar_42).xyz;
|
|
tmpvar_43 = textureCube (_LightTexture0, P_44);
|
|
atten_4 = (atten_4 * tmpvar_43.w);
|
|
highp vec3 tmpvar_45;
|
|
tmpvar_45 = normalize((lightDir_5 - normalize(
|
|
(wpos_7 - _WorldSpaceCameraPos)
|
|
)));
|
|
h_3 = tmpvar_45;
|
|
mediump float tmpvar_46;
|
|
tmpvar_46 = pow (max (0.0, dot (h_3, normal_9)), (nspec_10.w * 128.0));
|
|
spec_2 = tmpvar_46;
|
|
spec_2 = (spec_2 * clamp (atten_4, 0.0, 1.0));
|
|
res_1.xyz = (_LightColor.xyz * (max (0.0,
|
|
dot (lightDir_5, normal_9)
|
|
) * atten_4));
|
|
mediump vec3 c_47;
|
|
c_47 = _LightColor.xyz;
|
|
res_1.w = (spec_2 * dot (c_47, vec3(0.22, 0.707, 0.071)));
|
|
highp float tmpvar_48;
|
|
tmpvar_48 = clamp ((1.0 - (
|
|
(tmpvar_15.z * unity_LightmapFade.z)
|
|
+ unity_LightmapFade.w)), 0.0, 1.0);
|
|
res_1 = (res_1 * tmpvar_48);
|
|
gl_FragData[0] = exp2(-(res_1));
|
|
}
|
|
|
|
|
|
// stats: 62 alu 8 tex 4 flow
|
|
// inputs: 2
|
|
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]
|
|
// #1: xlv_TEXCOORD1 (high float) 3x1 [-1]
|
|
// uniforms: 10 (total size: 0)
|
|
// #0: _CameraToWorld (high float) 4x4 [-1]
|
|
// #1: _LightColor (high float) 4x1 [-1]
|
|
// #2: _LightMatrix0 (high float) 4x4 [-1]
|
|
// #3: _LightPos (high float) 4x1 [-1]
|
|
// #4: _LightPositionRange (high float) 4x1 [-1]
|
|
// #5: _LightShadowData (high float) 4x1 [-1]
|
|
// #6: _ProjectionParams (high float) 4x1 [-1]
|
|
// #7: _WorldSpaceCameraPos (high float) 3x1 [-1]
|
|
// #8: _ZBufferParams (high float) 4x1 [-1]
|
|
// #9: unity_LightmapFade (high float) 4x1 [-1]
|
|
// textures: 5
|
|
// #0: _CameraDepthTexture (low 2d) 0x0 [-1]
|
|
// #1: _CameraNormalsTexture (low 2d) 0x0 [-1]
|
|
// #2: _LightTexture0 (low cube) 0x0 [-1]
|
|
// #3: _LightTextureB0 (low 2d) 0x0 [-1]
|
|
// #4: _ShadowMapTexture (low cube) 0x0 [-1]
|