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32 lines
897 B
Text
32 lines
897 B
Text
uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightMap;
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uniform sampler2D _LightBuffer;
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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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vec4 col;
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vec4 light;
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vec2 tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy).xyz * _Color.xyz);
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_LightMap, tmpvar_1.zw);
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vec4 normal;
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normal.xy = ((texture2D (_BumpMap, tmpvar_2).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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vec4 tmpvar_5;
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tmpvar_5 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light = tmpvar_5;
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light.xyz = (tmpvar_5.xyz + unity_Ambient.xyz);
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vec4 c;
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c.xyz = (tmpvar_3 * light.xyz);
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c.w = (tmpvar_4.w * _Color.w);
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col = c;
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col.xyz = (c.xyz + (tmpvar_4.xyz * tmpvar_3));
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gl_FragData[0] = col;
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}
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