mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
119 lines
4.2 KiB
Text
119 lines
4.2 KiB
Text
varying vec4 xlv_FOG;
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attribute vec4 TANGENT;
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uniform vec4 unity_Scale;
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uniform vec4 unity_SHC;
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uniform vec4 unity_SHBr;
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uniform vec4 unity_SHBg;
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uniform vec4 unity_SHBb;
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uniform vec4 unity_SHAr;
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uniform vec4 unity_SHAg;
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uniform vec4 unity_SHAb;
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uniform vec3 unity_LightColor3;
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uniform vec3 unity_LightColor2;
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uniform vec3 unity_LightColor1;
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uniform vec3 unity_LightColor0;
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uniform vec4 unity_4LightPosZ0;
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uniform vec4 unity_4LightPosY0;
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uniform vec4 unity_4LightPosX0;
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uniform vec4 unity_4LightAtten0;
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uniform vec4 _WavingTint;
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uniform vec4 _WaveAndDistance;
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uniform mat4 _Object2World;
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uniform vec4 _MainTex_ST;
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uniform vec3 _CameraUp;
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uniform vec3 _CameraRight;
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uniform vec4 _CameraPosition;
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void main ()
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{
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vec4 pos;
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pos = gl_Vertex;
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vec2 offset;
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offset = TANGENT.xy;
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vec3 tmpvar_1;
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tmpvar_1 = (gl_Vertex.xyz - _CameraPosition.xyz);
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float tmpvar_2;
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tmpvar_2 = dot (tmpvar_1, tmpvar_1);
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if ((tmpvar_2 > _WaveAndDistance.w)) {
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offset = vec2(0.0, 0.0);
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};
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pos.xyz = (gl_Vertex.xyz + (offset.x * _CameraRight));
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pos.xyz = (pos.xyz + (offset.y * _CameraUp));
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vec4 vertex;
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vertex = pos;
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vec4 outColor;
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vec3 waveMove;
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waveMove = vec3(0.0, 0.0, 0.0);
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vec4 tmpvar_3;
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tmpvar_3 = ((fract ((((pos.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (pos.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))) * 6.40885) - 3.14159);
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vec4 tmpvar_4;
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tmpvar_4 = (tmpvar_3 * tmpvar_3);
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * tmpvar_3);
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vec4 tmpvar_6;
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tmpvar_6 = (tmpvar_5 * tmpvar_4);
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vec4 tmpvar_7;
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tmpvar_7 = (((tmpvar_3 + (tmpvar_5 * -0.161616)) + (tmpvar_6 * 0.0083333)) + ((tmpvar_6 * tmpvar_4) * -0.00019841));
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vec4 tmpvar_8;
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tmpvar_8 = (tmpvar_7 * tmpvar_7);
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vec4 tmpvar_9;
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tmpvar_9 = (tmpvar_8 * tmpvar_8);
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vec4 tmpvar_10;
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tmpvar_10 = (tmpvar_9 * TANGENT.y);
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waveMove.x = dot (tmpvar_10, vec4(0.024, 0.04, -0.12, 0.096));
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waveMove.z = dot (tmpvar_10, vec4(0.006, 0.02, -0.02, 0.1));
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vertex.xz = (pos.xz - (waveMove.xz * _WaveAndDistance.z));
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outColor.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3((dot (tmpvar_9, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7)))) * 2.0);
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outColor.w = 1.0;
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vec4 tmpvar_11;
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tmpvar_11 = (gl_ModelViewProjectionMatrix * vertex);
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mat3 tmpvar_12;
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tmpvar_12[0] = _Object2World[0].xyz;
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tmpvar_12[1] = _Object2World[1].xyz;
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tmpvar_12[2] = _Object2World[2].xyz;
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vec3 tmpvar_13;
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tmpvar_13 = (tmpvar_12 * (gl_Normal * unity_Scale.w));
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vec4 tmpvar_14;
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tmpvar_14.w = 1.0;
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tmpvar_14.xyz = tmpvar_13;
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vec3 x2;
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vec3 x1;
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x1.x = dot (unity_SHAr, tmpvar_14);
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x1.y = dot (unity_SHAg, tmpvar_14);
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x1.z = dot (unity_SHAb, tmpvar_14);
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vec4 tmpvar_15;
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tmpvar_15 = (tmpvar_13.xyzz * tmpvar_13.yzzx);
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x2.x = dot (unity_SHBr, tmpvar_15);
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x2.y = dot (unity_SHBg, tmpvar_15);
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x2.z = dot (unity_SHBb, tmpvar_15);
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vec3 tmpvar_16;
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tmpvar_16 = (_Object2World * vertex).xyz;
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vec4 tmpvar_17;
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tmpvar_17 = (unity_4LightPosX0 - tmpvar_16.x);
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vec4 tmpvar_18;
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tmpvar_18 = (unity_4LightPosY0 - tmpvar_16.y);
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vec4 tmpvar_19;
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tmpvar_19 = (unity_4LightPosZ0 - tmpvar_16.z);
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vec4 tmpvar_20;
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tmpvar_20 = (((tmpvar_17 * tmpvar_17) + (tmpvar_18 * tmpvar_18)) + (tmpvar_19 * tmpvar_19));
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vec4 tmpvar_21;
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tmpvar_21 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_17 * tmpvar_13.x) + (tmpvar_18 * tmpvar_13.y)) + (tmpvar_19 * tmpvar_13.z)) * inversesqrt (tmpvar_20))) * (1.0/((1.0 + (tmpvar_20 * unity_4LightAtten0)))));
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gl_Position = tmpvar_11;
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vec4 tmpvar_22;
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tmpvar_22.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_22.x = tmpvar_11.z;
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xlv_FOG = tmpvar_22;
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vec4 tmpvar_23;
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tmpvar_23.zw = vec2(0.0, 0.0);
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tmpvar_23.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_23;
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gl_FrontColor = outColor;
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vec4 tmpvar_24;
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tmpvar_24.w = 0.0;
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tmpvar_24.xyz = tmpvar_13;
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gl_TexCoord[1] = tmpvar_24;
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vec4 tmpvar_25;
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tmpvar_25.w = 0.0;
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tmpvar_25.xyz = (((x1 + x2) + (unity_SHC.xyz * ((tmpvar_13.x * tmpvar_13.x) - (tmpvar_13.y * tmpvar_13.y)))) + ((((unity_LightColor0 * tmpvar_21.x) + (unity_LightColor1 * tmpvar_21.y)) + (unity_LightColor2 * tmpvar_21.z)) + (unity_LightColor3 * tmpvar_21.w)));
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gl_TexCoord[2] = tmpvar_25;
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}
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