mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
191 lines
3.9 KiB
Text
191 lines
3.9 KiB
Text
struct v2f {
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vec4 pos;
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vec2 uv;
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vec3 ray;
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};
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uniform vec4 _ZBufferParams;
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uniform mat4 _View2Shadow3;
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uniform mat4 _View2Shadow2;
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uniform mat4 _View2Shadow1;
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uniform mat4 _View2Shadow;
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uniform sampler2D _ShadowMapTexture;
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uniform vec4 _LightSplitsNear;
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uniform vec4 _LightSplitsFar;
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uniform vec4 _LightShadowData;
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uniform sampler2D _CameraDepthTexture;
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float unitySampleShadow (
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in vec4 eyePos
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)
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{
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float shadow;
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vec4 coord;
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vec4 weights;
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vec4 far;
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vec4 near;
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float z;
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vec3 sc3;
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vec3 sc2;
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vec3 sc1;
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vec3 sc0;
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vec3 tmpvar_1;
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tmpvar_1 = (_View2Shadow * eyePos).xyz;
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sc0 = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = (_View2Shadow1 * eyePos).xyz;
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sc1 = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = (_View2Shadow2 * eyePos).xyz;
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sc2 = tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_4 = (_View2Shadow3 * eyePos).xyz;
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sc3 = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = eyePos.z;
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z = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = vec4(z);
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bvec4 tmpvar_7;
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tmpvar_7 = greaterThanEqual (tmpvar_6, _LightSplitsNear);
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vec4 tmpvar_8;
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tmpvar_8 = vec4(tmpvar_7).xyzw;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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near = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10 = vec4(z);
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bvec4 tmpvar_11;
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tmpvar_11 = lessThan (tmpvar_10, _LightSplitsFar);
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vec4 tmpvar_12;
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tmpvar_12 = vec4(tmpvar_11).xyzw;
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vec4 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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far = tmpvar_13;
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vec4 tmpvar_14;
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tmpvar_14 = (near * far);
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weights = tmpvar_14;
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vec4 tmpvar_15;
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tmpvar_15.w = 1.0;
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tmpvar_15.xyz = ((((sc0 * weights.x) + (sc1 * weights.y)) + (sc2 * weights.z)) + (sc3 * weights.w)).xyz;
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vec4 tmpvar_16;
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tmpvar_16 = tmpvar_15;
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coord = tmpvar_16;
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (_ShadowMapTexture, coord.xy);
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float tmpvar_18;
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if ((tmpvar_17.x < coord.z)) {
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tmpvar_18 = _LightShadowData.x;
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} else {
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tmpvar_18 = 1.0;
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};
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float tmpvar_19;
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tmpvar_19 = tmpvar_18;
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shadow = tmpvar_19;
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return shadow;
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}
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float Linear01Depth (
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in float z
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)
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{
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return (1.0 / ((_ZBufferParams.x * z) + _ZBufferParams.y));
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}
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vec2 EncodeFloatRG (
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in float v
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)
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{
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vec2 enc;
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float kEncodeBit;
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vec2 kEncodeMul;
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vec2 tmpvar_1;
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tmpvar_1 = vec2(1.0, 255.0);
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kEncodeMul = tmpvar_1;
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float tmpvar_2;
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tmpvar_2 = 0.00392157;
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kEncodeBit = tmpvar_2;
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vec2 tmpvar_3;
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tmpvar_3 = (kEncodeMul * v);
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enc = tmpvar_3;
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vec2 tmpvar_4;
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tmpvar_4 = fract (enc);
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vec2 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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enc = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = (enc.x - (enc.y * kEncodeBit));
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enc.x = tmpvar_6;
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return enc;
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}
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vec4 frag (
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in v2f i
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)
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{
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vec4 res;
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float shadow;
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vec4 vpos;
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float depth;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_CameraDepthTexture, i.uv);
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float tmpvar_2;
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tmpvar_2 = tmpvar_1.x;
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depth = tmpvar_2;
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float tmpvar_3;
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tmpvar_3 = Linear01Depth (depth);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3;
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depth = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5.w = 1.0;
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tmpvar_5.xyz = (i.ray * depth).xyz;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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vpos = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = unitySampleShadow (vpos);
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float tmpvar_8;
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tmpvar_8 = tmpvar_7;
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shadow = tmpvar_8;
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float tmpvar_9;
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tmpvar_9 = shadow;
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res.x = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = 1.0;
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res.y = vec2(tmpvar_10).y;
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vec2 tmpvar_11;
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tmpvar_11 = EncodeFloatRG ((1.0 - depth));
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vec2 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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res.zw = tmpvar_12.xxxy.zw;
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return res;
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}
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void main ()
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{
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v2f xlt_i;
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vec4 xl_retval;
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vec4 tmpvar_1;
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tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_i.pos = tmpvar_1;
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vec2 tmpvar_2;
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tmpvar_2 = gl_TexCoord[0].xy;
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vec2 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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xlt_i.uv = tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_4 = gl_TexCoord[1].xyz;
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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xlt_i.ray = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = frag (xlt_i);
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_6;
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xl_retval = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = xl_retval.xyzw;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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gl_FragData[0] = tmpvar_9;
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}
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