mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
35 lines
1.2 KiB
Text
35 lines
1.2 KiB
Text
uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _ShadowMapTexture;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec3 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2].xyz;
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vec4 c;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, tmpvar_1.xy);
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vec3 tmpvar_4;
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tmpvar_4 = (tmpvar_3.xyz * _Color.xyz);
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vec4 normal;
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normal.xy = ((texture2D (_BumpMap, tmpvar_1.zw).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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vec3 tmpvar_5;
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tmpvar_5 = normal.xyz;
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vec4 tmpvar_6;
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tmpvar_6 = texture2DProj (_ShadowMapTexture, gl_TexCoord[4]);
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vec4 c_i0;
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float tmpvar_7;
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tmpvar_7 = (pow (max (0.0, dot (tmpvar_5, normalize ((tmpvar_2 + normalize (gl_TexCoord[1].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w);
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c_i0.xyz = ((((tmpvar_4 * _LightColor0.xyz) * max (0.0, dot (tmpvar_5, tmpvar_2))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_7)) * (tmpvar_6.x * 2.0));
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c_i0.w = ((tmpvar_3.w * _Color.w) + (((_LightColor0.w * _SpecColor.w) * tmpvar_7) * tmpvar_6.x));
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c = c_i0;
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c.xyz = (c_i0.xyz + (tmpvar_4 * gl_TexCoord[3].xyz));
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gl_FragData[0] = c;
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}
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