mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 17:18:12 -05:00
79 lines
2.2 KiB
Text
79 lines
2.2 KiB
Text
mat3 xll_constructMat3( mat4 m) {
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return mat3( vec3( m[0]), vec3( m[1]), vec3( m[2]));
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}
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struct v2f_vertex_lit {
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vec2 uv;
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vec4 diff;
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vec4 spec;
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};
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struct v2f_img {
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vec4 pos;
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vec2 uv;
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};
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struct appdata_img {
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vec4 vertex;
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vec2 texcoord;
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};
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec2 uv_BumpMap;
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};
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struct v2f_surf {
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vec4 pos;
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vec4 hip_pack0;
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vec3 TtoV0;
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vec3 TtoV1;
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vec3 TtoV2;
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};
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struct appdata_full {
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vec4 vertex;
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vec4 tangent;
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vec3 normal;
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vec4 texcoord;
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vec4 texcoord1;
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vec4 color;
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};
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uniform vec4 _BumpMap_ST;
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uniform vec4 _MainTex_ST;
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v2f_surf vert_surf( in appdata_full v );
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v2f_surf vert_surf( in appdata_full v ) {
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v2f_surf o;
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vec3 binormal;
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mat3 rotation;
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o.pos = ( gl_ModelViewProjectionMatrix * v.vertex );
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o.hip_pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy ) + _MainTex_ST.zw );
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o.hip_pack0.zw = ((v.texcoord.xy * _BumpMap_ST.xy ) + _BumpMap_ST.zw );
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binormal = (cross( v.normal, v.tangent.xyz ) * v.tangent.w );
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rotation = mat3( v.tangent.x , binormal.x , v.normal.x , v.tangent.y , binormal.y , v.normal.y , v.tangent.z , binormal.z , v.normal.z );
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o.TtoV0 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 0 ].xyz );
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o.TtoV1 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 1 ].xyz );
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o.TtoV2 = ( rotation * xll_constructMat3( gl_ModelViewMatrixInverseTranspose)[ 2 ].xyz );
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return o;
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}
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attribute vec4 TANGENT;
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void main() {
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v2f_surf xl_retval;
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appdata_full xlt_v;
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xlt_v.vertex = vec4( gl_Vertex);
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xlt_v.tangent = vec4( TANGENT);
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xlt_v.normal = vec3( gl_Normal);
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xlt_v.texcoord = vec4( gl_MultiTexCoord0);
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xlt_v.texcoord1 = vec4( gl_MultiTexCoord1);
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xlt_v.color = vec4( gl_Color);
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xl_retval = vert_surf( xlt_v);
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gl_Position = vec4( xl_retval.pos);
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gl_TexCoord[0] = vec4( xl_retval.hip_pack0);
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gl_TexCoord[1] = vec4( xl_retval.TtoV0, 0.0);
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gl_TexCoord[2] = vec4( xl_retval.TtoV1, 0.0);
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gl_TexCoord[3] = vec4( xl_retval.TtoV2, 0.0);
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}
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