mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
73 lines
2.3 KiB
Text
73 lines
2.3 KiB
Text
varying highp vec2 xlv_TEXCOORD3;
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varying highp vec3 xlv_TEXCOORD2;
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varying highp vec3 xlv_TEXCOORD1;
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varying highp vec4 xlv_COLOR0;
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varying highp vec2 xlv_TEXCOORD0;
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uniform mediump float _TranslucencyViewDependency;
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uniform sampler2D _TranslucencyMap;
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uniform mediump vec3 _TranslucencyColor;
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uniform mediump float _ShadowStrength;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTexture0;
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uniform highp vec4 _LightColor0;
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uniform highp float _Cutoff;
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uniform highp vec4 _Color;
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uniform sampler2D _BumpSpecMap;
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void main ()
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{
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mediump vec4 c;
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mediump vec3 lightDir;
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mediump vec3 tmpvar_1;
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mediump float tmpvar_2;
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mediump vec4 norspc;
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mediump vec4 trngls;
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mediump vec4 c_i0;
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lowp vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
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c_i0 = tmpvar_3;
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highp vec3 tmpvar_4;
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tmpvar_4 = ((c_i0.xyz * _Color.xyz) * xlv_COLOR0.w);
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tmpvar_1 = tmpvar_4;
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture2D (_TranslucencyMap, xlv_TEXCOORD0);
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trngls = tmpvar_5;
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highp float tmpvar_6;
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tmpvar_6 = (trngls.w * _Color.x);
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tmpvar_2 = tmpvar_6;
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lowp vec4 tmpvar_7;
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tmpvar_7 = texture2D (_BumpSpecMap, xlv_TEXCOORD0);
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norspc = tmpvar_7;
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mediump vec4 normal;
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normal.xy = ((norspc.wy * 2.0) - 1.0);
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normal.z = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
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mediump vec3 tmpvar_8;
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tmpvar_8 = normal.xyz;
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highp float x;
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x = (c_i0.w - _Cutoff);
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if ((x < 0.0)) {
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discard;
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};
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lightDir = xlv_TEXCOORD1;
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highp vec3 tmpvar_9;
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tmpvar_9 = normalize (xlv_TEXCOORD2);
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lowp vec4 tmpvar_10;
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tmpvar_10 = texture2D (_LightTexture0, xlv_TEXCOORD3);
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mediump vec3 viewDir;
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viewDir = tmpvar_9;
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mediump float atten;
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atten = tmpvar_10.w;
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mediump vec4 c_i0_i1;
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mediump float tmpvar_11;
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tmpvar_11 = dot (tmpvar_8, lightDir);
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mediump float tmpvar_12;
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tmpvar_12 = (pow (max (0.0, dot (tmpvar_8, normalize ((lightDir + viewDir)))), (norspc.x * 128.0)) * tmpvar_2);
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c_i0_i1.xyz = (tmpvar_1 * ((((mix (clamp (-(tmpvar_11), 0.0, 1.0), clamp (dot (viewDir, -(lightDir)), 0.0, 1.0), _TranslucencyViewDependency) * trngls.z) * _TranslucencyColor) * 2.0) + max (0.0, ((tmpvar_11 * 0.6) + 0.4))));
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highp vec3 tmpvar_13;
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tmpvar_13 = ((c_i0_i1.xyz * _LightColor0.xyz) + tmpvar_12);
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c_i0_i1.xyz = tmpvar_13;
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c_i0_i1.xyz = (c_i0_i1.xyz * mix (2.0, (atten * 2.0), _ShadowStrength));
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c = c_i0_i1;
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c.w = c_i0.w;
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gl_FragData[0] = c;
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}
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