mirror of
https://github.com/scratchfoundation/bgfx.git
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36 lines
1.3 KiB
Text
36 lines
1.3 KiB
Text
uniform vec4 _TreeBillboardDistances;
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uniform vec4 _TreeBillboardCameraUp;
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uniform vec3 _TreeBillboardCameraRight;
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uniform vec4 _TreeBillboardCameraPos;
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uniform vec4 _TreeBillboardCameraFront;
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void main ()
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{
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vec2 tmpvar_1;
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vec4 pos;
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pos = gl_Vertex;
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vec2 offset;
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offset = gl_MultiTexCoord1.xy;
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float offsetz;
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offsetz = gl_MultiTexCoord0.y;
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vec3 tmpvar_2;
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tmpvar_2 = (gl_Vertex.xyz - _TreeBillboardCameraPos.xyz);
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float tmpvar_3;
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tmpvar_3 = dot (tmpvar_2, tmpvar_2);
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if ((tmpvar_3 > _TreeBillboardDistances.x)) {
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offset = vec2(0.0, 0.0);
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};
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pos.xyz = (gl_Vertex.xyz + (_TreeBillboardCameraRight * offset.x));
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float tmpvar_4;
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tmpvar_4 = mix (offset.y, offsetz, _TreeBillboardCameraPos.w);
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float tmpvar_5;
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tmpvar_5 = abs (tmpvar_4);
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pos.xyz = (pos.xyz + mix (((((_TreeBillboardCameraUp.xyz * max (0.0, tmpvar_4)) * 2.0) - (vec3(0.0, 1.0, 0.0) * tmpvar_5)) - ((_TreeBillboardCameraUp.xyz * tmpvar_5) * _TreeBillboardCameraFront.w)), (_TreeBillboardCameraUp.xyz * tmpvar_4), _TreeBillboardCameraUp.www));
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tmpvar_1.x = gl_MultiTexCoord0.x;
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tmpvar_1.y = float((gl_MultiTexCoord0.y > 0.0));
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gl_Position = (gl_ModelViewProjectionMatrix * pos);
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vec4 tmpvar_6;
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tmpvar_6.zw = vec2(0.0, 0.0);
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tmpvar_6.xy = tmpvar_1;
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gl_TexCoord[0] = tmpvar_6;
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}
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