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24 lines
830 B
Text
24 lines
830 B
Text
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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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[4].xyz;
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vec4 col;
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vec4 light;
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vec4 tmpvar_2;
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tmpvar_2 = -(log2 (texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light = tmpvar_2;
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light.xyz = (tmpvar_2.xyz + mix ((2.0 * texture2D (unity_LightmapInd, tmpvar_1.xy).xyz), (2.0 * texture2D (unity_Lightmap, tmpvar_1.xy).xyz), vec3(clamp (tmpvar_1.z, 0.0, 1.0))));
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vec4 c;
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c.xyz = (texture2D (_MainTex, gl_TexCoord[0].xy).xyz * light.xyz);
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c.w = 0.0;
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col = c;
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col.xyz = (c.xyz + (_RimColor.xyz * pow ((1.0 - clamp (dot (normalize (gl_TexCoord[1].xyz), gl_TexCoord[3].xyz), 0.0, 1.0)), _RimPower)));
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gl_FragData[0] = col;
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}
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