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30 lines
851 B
Text
30 lines
851 B
Text
uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _Illum;
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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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vec4 tmpvar_3;
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tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
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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_4;
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tmpvar_4 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light = tmpvar_4;
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light.xyz = (tmpvar_4.xyz + unity_Ambient.xyz);
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vec4 c_i0;
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c_i0.xyz = (tmpvar_3.xyz * light.xyz);
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c_i0.w = tmpvar_3.w;
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col = c_i0;
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col.xyz = (c_i0.xyz + (tmpvar_3.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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gl_FragData[0] = col;
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}
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