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29 lines
887 B
Text
29 lines
887 B
Text
uniform vec4 unity_Ambient;
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uniform vec4 _SpecColor;
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uniform vec4 _ReflectColor;
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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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void main ()
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{
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vec4 col;
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vec4 light;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, gl_TexCoord[0].xy);
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vec4 tmpvar_2;
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tmpvar_2 = (textureCube (_Cube, gl_TexCoord[1].xyz) * tmpvar_1.w);
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vec4 tmpvar_3;
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tmpvar_3 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light = tmpvar_3;
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light.xyz = (tmpvar_3.xyz + unity_Ambient.xyz);
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vec4 c_i0;
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float tmpvar_4;
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tmpvar_4 = (tmpvar_3.w * tmpvar_1.w);
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c_i0.xyz = (((tmpvar_1 * _Color).xyz * light.xyz) + ((light.xyz * _SpecColor.xyz) * tmpvar_4));
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c_i0.w = ((tmpvar_2.w * _ReflectColor.w) + (tmpvar_4 * _SpecColor.w));
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col = c_i0;
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col.xyz = (c_i0.xyz + (tmpvar_2.xyz * _ReflectColor.xyz));
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gl_FragData[0] = col;
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}
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