mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
122 lines
2.3 KiB
Text
122 lines
2.3 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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};
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uniform sampler2D _TranslucencyMap;
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uniform sampler2D _MainTex;
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uniform sampler2D _BumpSpecMap;
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vec4 UnpackNormal (
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in vec4 packednormal
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)
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{
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vec4 normal;
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vec2 tmpvar_1;
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tmpvar_1 = ((packednormal.wy * 2.0) - 1.0);
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normal.xy = tmpvar_1.xy.xy;
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float tmpvar_2;
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tmpvar_2 = sqrt (((1.0 - (normal.x * normal.x)) - (normal.y * normal.y)));
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float tmpvar_3;
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tmpvar_3 = tmpvar_2;
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normal.z = vec3(tmpvar_3).z;
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return normal;
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}
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void surf (
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in Input IN,
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inout SurfaceOutput o
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)
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{
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vec4 norspc;
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vec4 trngls;
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vec4 c;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
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vec4 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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c = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = (c.xyz * IN.color.xyz);
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o.Albedo = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_TranslucencyMap, IN.uv_MainTex);
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vec4 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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trngls = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = trngls.w;
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o.Gloss = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = IN.color.w;
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o.Alpha = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_BumpSpecMap, IN.uv_MainTex);
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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norspc = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = norspc.x;
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o.Specular = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11 = UnpackNormal (norspc);
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vec3 tmpvar_12;
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tmpvar_12 = tmpvar_11.xyz;
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vec3 tmpvar_13;
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tmpvar_13 = tmpvar_12;
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o.Normal = tmpvar_13;
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}
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vec4 frag_surf (
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in v2f_surf IN
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)
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{
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Input surfIN;
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SurfaceOutput o;
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vec3 tmpvar_1;
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tmpvar_1 = vec3(0.0, 0.0, 0.0);
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o.Albedo = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = vec3(0.0, 0.0, 0.0);
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o.Emission = tmpvar_2;
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float tmpvar_3;
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tmpvar_3 = 0.0;
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o.Specular = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = 0.0;
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o.Alpha = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 0.0;
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o.Gloss = tmpvar_5;
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surf (surfIN, o);
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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void main ()
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{
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v2f_surf xlt_IN;
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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_IN.pos = tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = frag_surf (xlt_IN);
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vec4 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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xl_retval = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = xl_retval.xyzw;
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vec4 tmpvar_5;
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tmpvar_5 = tmpvar_4;
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gl_FragData[0] = tmpvar_5;
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}
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