mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
65 lines
2 KiB
Text
65 lines
2 KiB
Text
varying highp vec3 xlv_TEXCOORD1;
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varying highp vec2 xlv_TEXCOORD0;
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uniform highp vec4 _ZBufferParams;
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uniform highp mat4 _View2Shadow3;
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uniform highp mat4 _View2Shadow2;
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uniform highp mat4 _View2Shadow1;
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uniform highp mat4 _View2Shadow;
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uniform sampler2D _ShadowMapTexture;
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uniform highp vec4 _LightSplitsNear;
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uniform highp vec4 _LightSplitsFar;
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uniform highp vec4 _LightShadowData;
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uniform sampler2D _CameraDepthTexture;
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void main ()
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{
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mediump vec4 tmpvar_1;
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highp vec4 res;
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highp float depth;
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lowp float tmpvar_2;
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tmpvar_2 = texture2D (_CameraDepthTexture, xlv_TEXCOORD0).x;
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depth = tmpvar_2;
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highp float tmpvar_3;
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tmpvar_3 = (1.0/(((_ZBufferParams.x * depth) + _ZBufferParams.y)));
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depth = tmpvar_3;
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highp vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = (xlv_TEXCOORD1 * tmpvar_3);
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mediump float shadow_i0;
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highp vec4 far;
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highp vec4 near;
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highp vec4 tmpvar_5;
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tmpvar_5 = tmpvar_4.zzzz;
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lowp vec4 tmpvar_6;
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tmpvar_6 = vec4(greaterThanEqual (tmpvar_5, _LightSplitsNear));
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near = tmpvar_6;
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highp vec4 tmpvar_7;
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tmpvar_7 = tmpvar_4.zzzz;
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lowp vec4 tmpvar_8;
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tmpvar_8 = vec4(lessThan (tmpvar_7, _LightSplitsFar));
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far = tmpvar_8;
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highp vec4 tmpvar_9;
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tmpvar_9 = (near * far);
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highp vec4 tmpvar_10;
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tmpvar_10.w = 1.0;
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tmpvar_10.xyz = (((((_View2Shadow * tmpvar_4).xyz * tmpvar_9.x) + ((_View2Shadow1 * tmpvar_4).xyz * tmpvar_9.y)) + ((_View2Shadow2 * tmpvar_4).xyz * tmpvar_9.z)) + ((_View2Shadow3 * tmpvar_4).xyz * tmpvar_9.w));
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lowp vec4 tmpvar_11;
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tmpvar_11 = texture2D (_ShadowMapTexture, tmpvar_10.xy);
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highp float tmpvar_12;
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if ((tmpvar_11.x < tmpvar_10.z)) {
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tmpvar_12 = _LightShadowData.x;
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} else {
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tmpvar_12 = 1.0;
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};
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shadow_i0 = tmpvar_12;
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res.x = shadow_i0;
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res.y = 1.0;
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highp vec2 enc;
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highp vec2 tmpvar_13;
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tmpvar_13 = fract ((vec2(1.0, 255.0) * (1.0 - tmpvar_3)));
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enc = tmpvar_13;
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enc.x = (tmpvar_13.x - (tmpvar_13.y * 0.00392157));
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res.zw = enc;
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tmpvar_1 = res;
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gl_FragData[0] = tmpvar_1;
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}
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