mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 08:41:31 -05:00
146 lines
4.3 KiB
Text
146 lines
4.3 KiB
Text
float xll_saturate( float x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
vec2 xll_saturate( vec2 x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
vec3 xll_saturate( vec3 x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
vec4 xll_saturate( vec4 x) {
|
|
return clamp( x, 0.0, 1.0);
|
|
}
|
|
mat2 xll_saturate(mat2 m) {
|
|
return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
|
|
}
|
|
mat3 xll_saturate(mat3 m) {
|
|
return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
|
|
}
|
|
mat4 xll_saturate(mat4 m) {
|
|
return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
|
|
}
|
|
mat3 xll_constructMat3( mat4 m) {
|
|
return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
|
|
}
|
|
struct v2f_vertex_lit {
|
|
vec2 uv;
|
|
vec4 diff;
|
|
vec4 spec;
|
|
};
|
|
struct v2f_img {
|
|
vec4 pos;
|
|
vec2 uv;
|
|
};
|
|
struct appdata_img {
|
|
vec4 vertex;
|
|
vec2 texcoord;
|
|
};
|
|
struct v2f {
|
|
vec4 pos;
|
|
vec4 uv;
|
|
vec3 ray;
|
|
};
|
|
struct appdata {
|
|
vec4 vertex;
|
|
vec3 texcoord;
|
|
};
|
|
uniform sampler2D _CameraDepthTexture;
|
|
uniform sampler2D _CameraNormalsTexture;
|
|
uniform vec4 _LightColor;
|
|
uniform vec4 _LightPos;
|
|
uniform vec4 _LightPositionRange;
|
|
uniform vec4 _LightShadowData;
|
|
uniform samplerCube _LightTexture0;
|
|
uniform sampler2D _LightTextureB0;
|
|
uniform vec4 _ProjectionParams;
|
|
uniform samplerCube _ShadowMapTexture;
|
|
uniform mat4 _View2Shadow;
|
|
uniform mat4 _ViewToCookie;
|
|
uniform vec4 _ZBufferParams;
|
|
uniform vec4 unity_LightmapFade;
|
|
float Luminance( in vec3 c );
|
|
float Linear01Depth( in float z );
|
|
float DecodeFloatRGBA( in vec4 enc );
|
|
float SampleCubeDistance( in vec3 vec );
|
|
float unitySampleShadow( in vec3 vec, in float mydist );
|
|
float ComputeShadow( in vec3 vec, in vec2 uv );
|
|
vec4 frag( in v2f i );
|
|
float Luminance( in vec3 c ) {
|
|
return dot( c, vec3( 0.220000, 0.707000, 0.0710000));
|
|
}
|
|
float Linear01Depth( in float z ) {
|
|
return (1.00000 / ((_ZBufferParams.x * z) + _ZBufferParams.y ));
|
|
}
|
|
float DecodeFloatRGBA( in vec4 enc ) {
|
|
vec4 kDecodeDot = vec4( 1.00000, 0.00392157, 1.53787e-005, 6.22737e-009);
|
|
return dot( enc, kDecodeDot);
|
|
}
|
|
float SampleCubeDistance( in vec3 vec ) {
|
|
vec4 packDist;
|
|
packDist = textureCube( _ShadowMapTexture, vec);
|
|
return DecodeFloatRGBA( packDist);
|
|
}
|
|
float unitySampleShadow( in vec3 vec, in float mydist ) {
|
|
float dist;
|
|
dist = SampleCubeDistance( vec);
|
|
return ( (dist < mydist) ) ? ( _LightShadowData.x ) : ( 1.00000 );
|
|
}
|
|
float ComputeShadow( in vec3 vec, in vec2 uv ) {
|
|
float fade;
|
|
float mydist;
|
|
fade = ((vec.z * _LightShadowData.z ) + _LightShadowData.w );
|
|
fade = xll_saturate( fade );
|
|
vec = ( xll_constructMat3( _View2Shadow) * vec );
|
|
mydist = (length( vec ) * _LightPositionRange.w );
|
|
mydist *= 0.970000;
|
|
return unitySampleShadow( vec, mydist);
|
|
return 1.00000;
|
|
}
|
|
vec4 frag( in v2f i ) {
|
|
vec2 uv;
|
|
vec4 nspec;
|
|
vec3 normal;
|
|
float depth;
|
|
vec3 vpos;
|
|
vec3 tolight;
|
|
vec3 lightDir;
|
|
float att;
|
|
float atten;
|
|
float diff;
|
|
vec3 h;
|
|
float spec;
|
|
vec4 res;
|
|
float fade;
|
|
i.ray = (i.ray * (_ProjectionParams.z / i.ray.z ));
|
|
uv = (i.uv.xy / i.uv.w );
|
|
nspec = texture2D( _CameraNormalsTexture, uv);
|
|
normal = ((nspec.xyz * 2.00000) - 1.00000);
|
|
normal = normalize( normal );
|
|
depth = texture2D( _CameraDepthTexture, uv).x ;
|
|
depth = Linear01Depth( depth);
|
|
vpos = (i.ray * depth);
|
|
tolight = (_LightPos.xyz - vpos);
|
|
lightDir = normalize( tolight );
|
|
att = (dot( tolight, tolight) * _LightPos.w );
|
|
atten = texture2D( _LightTextureB0, vec2( vec2( att))).w ;
|
|
atten *= ComputeShadow( ( -tolight ), uv);
|
|
atten *= textureCube( _LightTexture0, ( _ViewToCookie * vec4( vpos, 1.00000) ).xyz ).w ;
|
|
diff = max( 0.000000, dot( lightDir, normal));
|
|
h = normalize( (lightDir - normalize( vpos )) );
|
|
spec = pow( max( 0.000000, dot( h, normal)), (nspec.w * 128.000));
|
|
spec *= xll_saturate( atten );
|
|
res.xyz = (_LightColor.xyz * (diff * atten));
|
|
res.w = (spec * Luminance( _LightColor.xyz ));
|
|
fade = ((vpos.z * unity_LightmapFade.z ) + unity_LightmapFade.w );
|
|
res *= xll_saturate( (1.00000 - fade) );
|
|
return exp2( ( -res ) );
|
|
}
|
|
void main() {
|
|
vec4 xl_retval;
|
|
v2f xlt_i;
|
|
xlt_i.pos = vec4(0.0);
|
|
xlt_i.uv = vec4( gl_TexCoord[0]);
|
|
xlt_i.ray = vec3( gl_TexCoord[1]);
|
|
xl_retval = frag( xlt_i);
|
|
gl_FragData[0] = vec4( xl_retval);
|
|
}
|