mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
57 lines
1.7 KiB
Text
57 lines
1.7 KiB
Text
uniform vec4 unity_Ambient;
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uniform vec4 _ReflectColor;
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uniform sampler2D _ParallaxMap;
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uniform float _Parallax;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform samplerCube _Cube;
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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 tmpvar_2;
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tmpvar_2 = gl_TexCoord[3];
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vec4 tmpvar_3;
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tmpvar_3 = gl_TexCoord[4];
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vec4 tmpvar_4;
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tmpvar_4 = gl_TexCoord[5];
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vec4 col;
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vec4 light;
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vec3 tmpvar_5;
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tmpvar_5.x = tmpvar_2.w;
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tmpvar_5.y = tmpvar_3.w;
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tmpvar_5.z = tmpvar_4.w;
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vec2 tmpvar_6;
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vec3 v;
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vec3 tmpvar_7;
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tmpvar_7 = normalize (gl_TexCoord[1].xyz);
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v = tmpvar_7;
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v.z = (tmpvar_7.z + 0.42);
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tmpvar_6 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_7.xy / v.z));
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_MainTex, (tmpvar_1.xy + tmpvar_6));
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vec4 normal;
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normal.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_6)).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_9;
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tmpvar_9 = normal.xyz;
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vec3 tmpvar_10;
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tmpvar_10.x = dot (tmpvar_2.xyz, tmpvar_9);
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tmpvar_10.y = dot (tmpvar_3.xyz, tmpvar_9);
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tmpvar_10.z = dot (tmpvar_4.xyz, tmpvar_9);
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vec4 tmpvar_11;
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tmpvar_11 = (textureCube (_Cube, reflect (tmpvar_5, tmpvar_10)) * tmpvar_8.w);
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vec4 tmpvar_12;
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tmpvar_12 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light = tmpvar_12;
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light.xyz = (tmpvar_12.xyz + unity_Ambient.xyz);
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vec4 c_i0;
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c_i0.xyz = ((tmpvar_8 * _Color).xyz * light.xyz);
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c_i0.w = (tmpvar_11.w * _ReflectColor.w);
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col = c_i0;
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col.xyz = (c_i0.xyz + (tmpvar_11.xyz * _ReflectColor.xyz));
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gl_FragData[0] = col;
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}
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