mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 09:08:22 -05:00
312 lines
6 KiB
Text
312 lines
6 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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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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vec2 hip_pack0;
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vec3 viewDir;
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vec4 hip_screen;
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vec3 normal;
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vec3 hip_lmapFade;
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};
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varying vec4 xlv_FOG;
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uniform sampler2D unity_LightmapInd;
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uniform sampler2D unity_Lightmap;
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uniform float _RimPower;
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uniform vec4 _RimColor;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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float xll_saturate (
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in float x
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)
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{
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float tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec2 xll_saturate (
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in vec2 x
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec3 xll_saturate (
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in vec3 x
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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vec4 xll_saturate (
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in vec4 x
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = clamp (x, 0.0, 1.0);
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return tmpvar_1;
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}
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mat2 xll_saturate (
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in mat2 m
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)
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{
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vec2 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec2 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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mat2 tmpvar_3;
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vec2 tmpvar_4;
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tmpvar_4 = tmpvar_1;
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tmpvar_3[0] = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = tmpvar_2;
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tmpvar_3[1] = tmpvar_5;
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return tmpvar_3;
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}
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mat3 xll_saturate (
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in mat3 m
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)
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{
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vec3 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec3 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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vec3 tmpvar_3;
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tmpvar_3 = clamp (m[2], 0.0, 1.0);
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mat3 tmpvar_4;
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vec3 tmpvar_5;
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tmpvar_5 = tmpvar_1;
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tmpvar_4[0] = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = tmpvar_2;
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tmpvar_4[1] = tmpvar_6;
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vec3 tmpvar_7;
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tmpvar_7 = tmpvar_3;
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tmpvar_4[2] = tmpvar_7;
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return tmpvar_4;
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}
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mat4 xll_saturate (
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in mat4 m
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)
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{
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vec4 tmpvar_1;
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tmpvar_1 = clamp (m[0], 0.0, 1.0);
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vec4 tmpvar_2;
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tmpvar_2 = clamp (m[1], 0.0, 1.0);
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vec4 tmpvar_3;
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tmpvar_3 = clamp (m[2], 0.0, 1.0);
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vec4 tmpvar_4;
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tmpvar_4 = clamp (m[3], 0.0, 1.0);
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mat4 tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6 = tmpvar_1;
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tmpvar_5[0] = tmpvar_6;
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vec4 tmpvar_7;
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tmpvar_7 = tmpvar_2;
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tmpvar_5[1] = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_3;
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tmpvar_5[2] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9 = tmpvar_4;
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tmpvar_5[3] = tmpvar_9;
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return tmpvar_5;
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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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float rim;
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vec4 tmpvar_1;
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tmpvar_1 = texture2D (_MainTex, IN.uv_MainTex);
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vec3 tmpvar_2;
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tmpvar_2 = tmpvar_1.xyz;
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o.Albedo = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = normalize (IN.viewDir);
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float tmpvar_4;
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tmpvar_4 = dot (tmpvar_3, o.Normal);
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float tmpvar_5;
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tmpvar_5 = xll_saturate (tmpvar_4);
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float tmpvar_6;
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tmpvar_6 = (1.0 - tmpvar_5);
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rim = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = pow (rim, _RimPower);
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vec3 tmpvar_8;
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tmpvar_8 = (_RimColor.xyz * tmpvar_7);
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o.Emission = tmpvar_8;
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}
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vec4 LightingLambert_PrePass (
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in SurfaceOutput s,
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in vec4 light
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)
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{
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vec4 c;
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vec3 tmpvar_1;
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tmpvar_1 = (s.Albedo * light.xyz);
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c.xyz = tmpvar_1.xyz.xyz;
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float tmpvar_2;
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tmpvar_2 = s.Alpha;
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c.w = vec4(tmpvar_2).w;
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return c;
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}
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vec3 DecodeLightmap (
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in vec4 color
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)
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{
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return (2.0 * color.xyz);
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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 col;
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vec3 lm;
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vec3 lmIndirect;
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vec3 lmFull;
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vec4 light;
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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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vec3 tmpvar_2;
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tmpvar_2 = IN.viewDir;
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surfIN.viewDir = tmpvar_2;
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vec3 tmpvar_3;
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tmpvar_3 = vec3(0.0, 0.0, 0.0);
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o.Albedo = 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.Emission = tmpvar_4;
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float tmpvar_5;
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tmpvar_5 = 0.0;
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o.Specular = tmpvar_5;
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float tmpvar_6;
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tmpvar_6 = 0.0;
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o.Alpha = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = 0.0;
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o.Gloss = tmpvar_7;
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vec3 tmpvar_8;
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tmpvar_8 = IN.normal;
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o.Normal = tmpvar_8;
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surf (surfIN, o);
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vec4 tmpvar_9;
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tmpvar_9 = texture2DProj (_LightBuffer, IN.hip_screen);
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vec4 tmpvar_10;
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tmpvar_10 = tmpvar_9;
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light = tmpvar_10;
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vec4 tmpvar_11;
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tmpvar_11 = log2 (light);
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vec4 tmpvar_12;
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tmpvar_12 = -(tmpvar_11);
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light = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13 = texture2D (unity_Lightmap, IN.hip_lmapFade.xy);
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vec3 tmpvar_14;
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tmpvar_14 = DecodeLightmap (tmpvar_13);
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vec3 tmpvar_15;
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tmpvar_15 = tmpvar_14;
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lmFull = tmpvar_15;
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vec4 tmpvar_16;
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tmpvar_16 = texture2D (unity_LightmapInd, IN.hip_lmapFade.xy);
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vec3 tmpvar_17;
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tmpvar_17 = DecodeLightmap (tmpvar_16);
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vec3 tmpvar_18;
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tmpvar_18 = tmpvar_17;
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lmIndirect = tmpvar_18;
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float tmpvar_19;
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tmpvar_19 = xll_saturate (IN.hip_lmapFade.z);
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vec3 tmpvar_20;
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tmpvar_20 = vec3(tmpvar_19);
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vec3 tmpvar_21;
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tmpvar_21 = mix (lmIndirect, lmFull, tmpvar_20);
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vec3 tmpvar_22;
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tmpvar_22 = tmpvar_21;
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lm = tmpvar_22;
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vec3 tmpvar_23;
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tmpvar_23 = (light.xyz + lm);
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light.xyz = tmpvar_23.xyz.xyz;
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vec4 tmpvar_24;
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tmpvar_24 = LightingLambert_PrePass (o, light);
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vec4 tmpvar_25;
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tmpvar_25 = tmpvar_24;
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col = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = (col.xyz + o.Emission);
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col.xyz = tmpvar_26.xyz.xyz;
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return col;
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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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vec2 tmpvar_3;
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tmpvar_3 = gl_TexCoord[0].xy;
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vec2 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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vec4 tmpvar_7;
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tmpvar_7 = gl_TexCoord[2].xyzw;
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vec4 tmpvar_8;
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tmpvar_8 = tmpvar_7;
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xlt_IN.hip_screen = 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.normal = tmpvar_10;
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vec3 tmpvar_11;
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tmpvar_11 = gl_TexCoord[4].xyz;
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vec3 tmpvar_12;
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tmpvar_12 = tmpvar_11;
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xlt_IN.hip_lmapFade = tmpvar_12;
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vec4 tmpvar_13;
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tmpvar_13 = frag_surf (xlt_IN);
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vec4 tmpvar_14;
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tmpvar_14 = tmpvar_13;
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xl_retval = tmpvar_14;
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vec4 tmpvar_15;
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tmpvar_15 = xl_retval.xyzw;
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vec4 tmpvar_16;
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tmpvar_16 = tmpvar_15;
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gl_FragData[0] = tmpvar_16;
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}
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