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30 lines
882 B
Text
30 lines
882 B
Text
uniform vec4 unity_Ambient;
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uniform sampler2D _MainTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _Illum;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 col_2;
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vec4 light_3;
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vec2 tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
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vec4 normal_6;
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normal_6.xy = ((texture2D (_BumpMap, tmpvar_4).wy * 2.0) - 1.0);
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normal_6.z = sqrt(((1.0 - (normal_6.x * normal_6.x)) - (normal_6.y * normal_6.y)));
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vec4 tmpvar_7;
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tmpvar_7 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_3.w = tmpvar_7.w;
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light_3.xyz = (tmpvar_7.xyz + unity_Ambient.xyz);
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vec4 c_8;
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c_8.xyz = (tmpvar_5.xyz * light_3.xyz);
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c_8.w = tmpvar_5.w;
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col_2.w = c_8.w;
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col_2.xyz = (c_8.xyz + (tmpvar_5.xyz * texture2D (_Illum, tmpvar_1.zw).w));
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gl_FragData[0] = col_2;
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}
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