mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
288 lines
6.2 KiB
Text
288 lines
6.2 KiB
Text
struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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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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vec2 uv_BumpMap;
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vec2 uv_Illum;
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vec3 viewDir;
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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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vec4 hip_pack0;
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vec3 viewDir;
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vec3 lightDir;
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vec3 _LightCoord;
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};
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varying vec4 xlv_FOG;
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uniform vec4 _SpecColor;
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uniform float _Shininess;
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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 _LightTextureB0;
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uniform samplerCube _LightTexture0;
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uniform vec4 _LightColor0;
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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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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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vec2 ParallaxOffset (
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in float h,
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in float height,
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in vec3 viewDir
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)
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{
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vec3 v;
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float tmpvar_1;
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tmpvar_1 = ((h * height) - (height / 2.0));
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h = tmpvar_1;
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vec3 tmpvar_2;
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tmpvar_2 = normalize (viewDir);
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vec3 tmpvar_3;
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tmpvar_3 = tmpvar_2;
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v = tmpvar_3;
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float tmpvar_4;
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tmpvar_4 = (v.z + 0.42);
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v.z = vec3(tmpvar_4).z;
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return (h * (v.xy / v.z));
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}
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void surf (
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in Input IN,
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inout SurfaceOutput o
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)
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{
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vec4 c;
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vec4 tex;
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vec2 offset;
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float h;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_ParallaxMap, IN.uv_BumpMap);
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float tmpvar_2;
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tmpvar_2 = tmpvar_1.w;
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h = tmpvar_2;
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vec2 tmpvar_3;
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tmpvar_3 = ParallaxOffset (h, _Parallax, IN.viewDir);
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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offset = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = (IN.uv_MainTex + offset);
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IN.uv_MainTex = tmpvar_5;
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vec2 tmpvar_6;
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tmpvar_6 = (IN.uv_BumpMap + offset);
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IN.uv_BumpMap = tmpvar_6;
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vec2 tmpvar_7;
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tmpvar_7 = (IN.uv_Illum + offset);
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IN.uv_Illum = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = texture2D (_MainTex, IN.uv_MainTex);
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_8;
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tex = tmpvar_9;
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vec4 tmpvar_10;
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tmpvar_10 = (tex * _Color);
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c = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = c.xyz;
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o.Albedo = tmpvar_11;
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float tmpvar_12;
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tmpvar_12 = tex.w;
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o.Gloss = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13 = texture2D (_Illum, IN.uv_Illum);
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vec3 tmpvar_14;
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tmpvar_14 = (c.xyz * tmpvar_13.w);
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o.Emission = tmpvar_14;
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float tmpvar_15;
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tmpvar_15 = _Shininess;
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o.Specular = tmpvar_15;
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float tmpvar_16;
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tmpvar_16 = c.w;
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o.Alpha = tmpvar_16;
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (_BumpMap, IN.uv_BumpMap);
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vec4 tmpvar_18;
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tmpvar_18 = UnpackNormal (tmpvar_17);
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vec3 tmpvar_19;
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tmpvar_19 = tmpvar_18.xyz;
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vec3 tmpvar_20;
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tmpvar_20 = tmpvar_19;
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o.Normal = tmpvar_20;
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}
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vec4 LightingBlinnPhong (
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in SurfaceOutput 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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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 = max (0.0, tmpvar_3);
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float tmpvar_5;
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tmpvar_5 = tmpvar_4;
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diff = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = dot (s.Normal, h);
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float tmpvar_7;
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tmpvar_7 = max (0.0, tmpvar_6);
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float tmpvar_8;
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tmpvar_8 = tmpvar_7;
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nh = tmpvar_8;
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float tmpvar_9;
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tmpvar_9 = pow (nh, (s.Specular * 128.0));
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float tmpvar_10;
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tmpvar_10 = (tmpvar_9 * s.Gloss);
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spec = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = ((((s.Albedo * _LightColor0.xyz) * diff) + ((_LightColor0.xyz * _SpecColor.xyz) * spec)) * (atten * 2.0));
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c.xyz = tmpvar_11.xyz.xyz;
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float tmpvar_12;
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tmpvar_12 = (s.Alpha + (((_LightColor0.w * _SpecColor.w) * spec) * atten));
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c.w = vec4(tmpvar_12).w;
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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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SurfaceOutput 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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vec2 tmpvar_2;
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tmpvar_2 = IN.hip_pack0.zw;
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surfIN.uv_BumpMap = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = IN.viewDir;
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surfIN.viewDir = 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.Albedo = tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = vec3(0.0, 0.0, 0.0);
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o.Emission = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = 0.0;
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o.Specular = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = 0.0;
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o.Alpha = tmpvar_7;
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float tmpvar_8;
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tmpvar_8 = 0.0;
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o.Gloss = tmpvar_8;
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surf (surfIN, o);
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vec3 tmpvar_9;
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tmpvar_9 = IN.lightDir;
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lightDir = tmpvar_9;
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vec3 tmpvar_10;
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tmpvar_10 = normalize (lightDir);
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vec3 tmpvar_11;
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tmpvar_11 = tmpvar_10;
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lightDir = tmpvar_11;
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vec3 tmpvar_12;
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tmpvar_12 = IN.viewDir.xyz;
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vec3 tmpvar_13;
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tmpvar_13 = normalize (tmpvar_12);
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float tmpvar_14;
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tmpvar_14 = dot (IN._LightCoord, IN._LightCoord);
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vec2 tmpvar_15;
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tmpvar_15 = vec2(tmpvar_14);
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vec2 tmpvar_16;
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tmpvar_16 = tmpvar_15.xy;
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vec4 tmpvar_17;
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tmpvar_17 = texture2D (_LightTextureB0, tmpvar_16);
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vec4 tmpvar_18;
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tmpvar_18 = textureCube (_LightTexture0, IN._LightCoord);
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vec4 tmpvar_19;
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tmpvar_19 = LightingBlinnPhong (o, lightDir, tmpvar_13, (tmpvar_17.w * tmpvar_18.w));
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vec4 tmpvar_20;
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tmpvar_20 = tmpvar_19;
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c = tmpvar_20;
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float tmpvar_21;
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tmpvar_21 = 0.0;
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c.w = vec4(tmpvar_21).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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vec4 tmpvar_3;
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tmpvar_3 = gl_TexCoord[0].xyzw;
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vec4 tmpvar_4;
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tmpvar_4 = tmpvar_3;
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xlt_IN.hip_pack0 = tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = gl_TexCoord[1].xyz;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_5;
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xlt_IN.viewDir = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = gl_TexCoord[2].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[3].xyz;
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vec3 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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xlt_IN._LightCoord = 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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