mirror of
https://github.com/scratchfoundation/bgfx.git
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34 lines
1.2 KiB
Text
34 lines
1.2 KiB
Text
uniform vec4 _SpecColor;
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uniform float _Shininess;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _LightTexture0;
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uniform vec4 _LightColor0;
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uniform vec4 _Color;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[1].xyz;
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vec4 tmpvar_2;
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tmpvar_2 = gl_TexCoord[4];
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vec4 c;
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vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, gl_TexCoord[0].xy);
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vec4 tmpvar_4;
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tmpvar_4 = (tmpvar_3 * _Color);
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vec3 tmpvar_5;
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tmpvar_5 = normalize (gl_TexCoord[2].xyz);
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vec3 LightCoord_i0;
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LightCoord_i0 = tmpvar_2.xyz;
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float atten;
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atten = ((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (LightCoord_i0, LightCoord_i0))).w);
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vec4 c_i0_i1;
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float tmpvar_6;
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tmpvar_6 = (pow (max (0.0, dot (tmpvar_1, normalize ((tmpvar_5 + normalize (gl_TexCoord[3].xyz))))), (_Shininess * 128.0)) * tmpvar_3.w);
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c_i0_i1.xyz = ((((tmpvar_4.xyz * _LightColor0.xyz) * max (0.0, dot (tmpvar_1, tmpvar_5))) + ((_LightColor0.xyz * _SpecColor.xyz) * tmpvar_6)) * (atten * 2.0));
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c_i0_i1.w = (tmpvar_4.w + (((_LightColor0.w * _SpecColor.w) * tmpvar_6) * atten));
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c = c_i0_i1;
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c.w = 0.0;
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gl_FragData[0] = c;
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}
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