mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-11 08:41:31 -05:00
44 lines
1.4 KiB
Text
44 lines
1.4 KiB
Text
uniform vec4 _Color;
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uniform float _Cutoff;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _SpecColor;
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uniform sampler2D unity_Lightmap;
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uniform sampler2D unity_LightmapInd;
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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[2].xyz;
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vec4 light_2;
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float tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, gl_TexCoord[0].xy);
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tmpvar_3 = (tmpvar_4.w * _Color.w);
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float x_5;
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x_5 = (tmpvar_3 - _Cutoff);
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if ((x_5 < 0.0)) {
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discard;
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};
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_2.xyz = (light_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_6;
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float spec_7;
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spec_7 = (light_2.w * tmpvar_4.w);
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c_6.xyz = (((tmpvar_4.xyz * _Color.xyz) * light_2.xyz) + ((light_2.xyz * _SpecColor.xyz) * spec_7));
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c_6.w = (tmpvar_3 + (spec_7 * _SpecColor.w));
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gl_FragData[0] = c_6;
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}
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// stats: 18 alu 5 tex 1 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [3] loc 4
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// uniforms: 3 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _Cutoff (high float) 1x1 [-1]
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// #2: _SpecColor (high float) 4x1 [-1]
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// textures: 4
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// #0: _LightBuffer (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: unity_Lightmap (high 2d) 0x0 [-1]
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// #3: unity_LightmapInd (high 2d) 0x0 [-1]
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