77 lines
1.6 KiB
Plaintext
77 lines
1.6 KiB
Plaintext
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 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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struct Input {
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vec2 uv_MainTex;
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};
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struct v2f_surf {
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vec4 pos;
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vec3 vec;
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};
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uniform vec4 _Color;
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uniform vec4 _LightPositionRange;
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uniform sampler2D _MainTex;
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void surf( in Input IN, inout SurfaceOutput o );
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vec4 EncodeFloatRGBA( in float v );
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vec4 frag_surf( in v2f_surf IN );
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void surf( in Input IN, inout SurfaceOutput o ) {
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vec4 c;
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c = (texture2D( _MainTex, IN.uv_MainTex) * _Color);
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o.Albedo = c.xyz ;
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o.Alpha = c.w ;
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}
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vec4 EncodeFloatRGBA( in float v ) {
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vec4 kEncodeMul = vec4( 1.00000, 255.000, 65025.0, 1.60581e+008);
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float kEncodeBit = 0.00392157;
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vec4 enc;
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enc = (kEncodeMul * v);
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enc = fract( enc );
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enc -= (enc.yzww * kEncodeBit);
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return enc;
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}
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vec4 frag_surf( in v2f_surf IN ) {
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SurfaceOutput o;
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Input surfIN;
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o.Albedo = vec3( 0.000000);
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o.Emission = vec3( 0.000000);
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o.Specular = 0.000000;
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o.Alpha = 0.000000;
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o.Gloss = 0.000000;
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surf( surfIN, o);
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return EncodeFloatRGBA( (length( IN.vec ) * _LightPositionRange.w ));
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}
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void main() {
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vec4 xl_retval;
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v2f_surf xlt_IN;
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xlt_IN.pos = vec4(0.0);
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xlt_IN.vec = vec3( gl_TexCoord[0]);
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xl_retval = frag_surf( xlt_IN);
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gl_FragData[0] = vec4( xl_retval);
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}
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