mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
361 lines
6.9 KiB
Text
361 lines
6.9 KiB
Text
struct LeafSurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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vec3 Translucency;
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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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float fog;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 lightDir;
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vec3 viewDir;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D _TranslucencyMap;
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform float _Cutoff;
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uniform sampler2D _BumpSpecMap;
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void xll_clip (
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in float x
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)
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{
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if ((x < 0.0)) {
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discard;
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};
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}
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float xll_saturate (
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in float x
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)
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{
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float tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec2 xll_saturate (
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in vec2 x
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec3 xll_saturate (
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in vec3 x
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec4 xll_saturate (
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in vec4 x
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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mat2 xll_saturate (
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in mat2 m
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec2 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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mat2 tmpvar_3;
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_1;
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tmpvar_3[0] = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = tmpvar_2;
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tmpvar_3[1] = tmpvar_5;
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return tmpvar_3;
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}
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mat3 xll_saturate (
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in mat3 m
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec3 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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vec3 tmpvar_3;
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tmpvar_3 = clamp (m[2], 0.0, 1.0);
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mat3 tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_1;
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tmpvar_4[0] = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_4[1] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_4[2] = tmpvar_7;
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return tmpvar_4;
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}
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mat4 xll_saturate (
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in mat4 m
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec4 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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vec4 tmpvar_3;
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tmpvar_3 = clamp (m[2], 0.0, 1.0);
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vec4 tmpvar_4;
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tmpvar_4 = clamp (m[3], 0.0, 1.0);
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mat4 tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_1;
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tmpvar_5[0] = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_2;
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tmpvar_5[1] = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_3;
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tmpvar_5[2] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_4;
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tmpvar_5[3] = tmpvar_9;
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return tmpvar_5;
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}
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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 LeafSurfaceOutput 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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vec3 tmpvar_6;
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tmpvar_6 = trngls.xyz;
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o.Translucency = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = trngls.w;
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o.Gloss = tmpvar_7;
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float tmpvar_8;
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tmpvar_8 = (c.w * IN.color.w);
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o.Alpha = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_BumpSpecMap, IN.uv_MainTex);
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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norspc = tmpvar_10;
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float tmpvar_11;
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tmpvar_11 = norspc.x;
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o.Specular = tmpvar_11;
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vec4 tmpvar_12;
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tmpvar_12 = UnpackNormal (norspc);
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vec3 tmpvar_13;
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tmpvar_13 = tmpvar_12.xyz;
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vec3 tmpvar_14;
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tmpvar_14 = tmpvar_13;
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o.Normal = tmpvar_14;
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}
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vec4 LightingTreeLeaf (
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in LeafSurfaceOutput s,
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in vec3 lightDir,
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in vec3 viewDir,
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in float atten
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)
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{
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vec4 c;
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vec3 col;
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vec3 translucencyColor;
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float trans;
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float spec;
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float nh;
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float diff;
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vec3 h;
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vec3 tmpvar_1;
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tmpvar_1 = normalize ((lightDir + viewDir));
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vec3 tmpvar_2;
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tmpvar_2 = tmpvar_1;
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h = tmpvar_2;
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float tmpvar_3;
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tmpvar_3 = dot (s.Normal, lightDir);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3;
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diff = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = dot (s.Normal, h);
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float tmpvar_6;
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tmpvar_6 = max (0.0, tmpvar_5);
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float tmpvar_7;
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tmpvar_7 = tmpvar_6;
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nh = tmpvar_7;
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float tmpvar_8;
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tmpvar_8 = pow (nh, (s.Specular * 128.0));
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float tmpvar_9;
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tmpvar_9 = (tmpvar_8 * s.Gloss);
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spec = tmpvar_9;
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float tmpvar_10;
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tmpvar_10 = max (0.0, -(diff));
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float tmpvar_11;
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tmpvar_11 = tmpvar_10;
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trans = tmpvar_11;
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vec3 tmpvar_12;
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tmpvar_12 = ((s.Translucency * trans) * 2.0);
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translucencyColor = tmpvar_12;
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float tmpvar_13;
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tmpvar_13 = max (0.0, ((diff * 0.5) + 0.5));
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float tmpvar_14;
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tmpvar_14 = tmpvar_13;
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diff = tmpvar_14;
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vec3 tmpvar_15;
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tmpvar_15 = (s.Albedo * (diff + translucencyColor));
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col = tmpvar_15;
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float tmpvar_16;
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tmpvar_16 = ceil (trans);
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float tmpvar_17;
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tmpvar_17 = xll_saturate (tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = (col + (spec * (1.0 - tmpvar_17)));
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col = tmpvar_18;
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vec3 tmpvar_19;
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tmpvar_19 = (col * _LightColor0.xyz);
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col = tmpvar_19;
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vec3 tmpvar_20;
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tmpvar_20 = (col * (atten * 2.0));
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c.xyz = tmpvar_20.xyz.xyz;
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return c;
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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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vec4 c;
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vec3 lightDir;
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LeafSurfaceOutput o;
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Input surfIN;
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vec2 tmpvar_1;
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tmpvar_1 = IN.hip_pack0.xy;
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surfIN.uv_MainTex = tmpvar_1;
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vec4 tmpvar_2;
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tmpvar_2 = IN.lop_color;
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surfIN.color = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = vec3(0.0, 0.0, 0.0);
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o.Albedo = tmpvar_3;
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vec3 tmpvar_4;
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tmpvar_4 = vec3(0.0, 0.0, 0.0);
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o.Emission = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 0.0;
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o.Specular = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = 0.0;
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o.Alpha = tmpvar_6;
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surf (surfIN, o);
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xll_clip ((o.Alpha - _Cutoff));
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vec3 tmpvar_7;
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tmpvar_7 = IN.lightDir;
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lightDir = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = IN.viewDir.xyz;
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vec3 tmpvar_9;
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tmpvar_9 = normalize (tmpvar_8);
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vec4 tmpvar_10;
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tmpvar_10 = LightingTreeLeaf (o, lightDir, tmpvar_9, 1.0);
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vec4 tmpvar_11;
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tmpvar_11 = tmpvar_10;
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c = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = o.Alpha;
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c.w = vec4(tmpvar_12).w;
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return c;
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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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float tmpvar_2;
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tmpvar_2 = xlv_FOG.x;
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xlt_IN.fog = tmpvar_2;
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vec2 tmpvar_3;
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tmpvar_3 = gl_TexCoord[0].xy;
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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xlt_IN.hip_pack0 = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = gl_Color.xyzw;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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xlt_IN.lop_color = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = gl_TexCoord[1].xyz;
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vec3 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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xlt_IN.lightDir = tmpvar_8;
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vec3 tmpvar_9;
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tmpvar_9 = gl_TexCoord[2].xyz;
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vec3 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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xlt_IN.viewDir = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11 = frag_surf (xlt_IN);
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vec4 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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xl_retval = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13 = xl_retval.xyzw;
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vec4 tmpvar_14;
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tmpvar_14 = tmpvar_13;
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gl_FragData[0] = tmpvar_14;
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}
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