mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Updated glsl-optimizer.
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,44 +1,37 @@
|
||||
FSHƒòá#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform vec3 u_lightDir;
|
||||
uniform mat4 u_mtx;
|
||||
varying vec2 v_texcoord0;
|
||||
FSHƒòáprecision highp float;
|
||||
varying vec4 v_color0;
|
||||
varying vec2 v_texcoord0;
|
||||
uniform mat4 u_mtx;
|
||||
uniform vec3 u_lightDir;
|
||||
void main ()
|
||||
{
|
||||
vec4 tmpvar_1;
|
||||
tmpvar_1.zw = vec2(0.0, 1.0);
|
||||
tmpvar_1.x = v_texcoord0.x;
|
||||
tmpvar_1.y = v_texcoord0.y;
|
||||
tmpvar_1.xy = v_texcoord0;
|
||||
vec4 tmpvar_2;
|
||||
tmpvar_2 = (u_mtx * tmpvar_1);
|
||||
vec3 tmpvar_3;
|
||||
tmpvar_3 = (tmpvar_2.xyz / tmpvar_2.w);
|
||||
vec4 tmpvar_4;
|
||||
tmpvar_4.zw = vec2(1.0, 1.0);
|
||||
tmpvar_4.x = v_texcoord0.x;
|
||||
tmpvar_4.y = v_texcoord0.y;
|
||||
tmpvar_4.xy = v_texcoord0;
|
||||
vec4 tmpvar_5;
|
||||
tmpvar_5 = (u_mtx * tmpvar_4);
|
||||
vec3 tmpvar_6;
|
||||
tmpvar_6 = (tmpvar_5.xyz / tmpvar_5.w);
|
||||
float tmpvar_7;
|
||||
vec3 arg0_8;
|
||||
arg0_8 = (tmpvar_6 - tmpvar_3);
|
||||
tmpvar_7 = sqrt(dot (arg0_8, arg0_8));
|
||||
vec3 x_8;
|
||||
x_8 = (tmpvar_6 - tmpvar_3);
|
||||
tmpvar_7 = sqrt(dot (x_8, x_8));
|
||||
vec3 tmpvar_9;
|
||||
tmpvar_9 = normalize((tmpvar_6 - tmpvar_3));
|
||||
vec3 _ray_10;
|
||||
_ray_10 = tmpvar_3;
|
||||
vec3 _dir_11;
|
||||
_dir_11 = tmpvar_9;
|
||||
int ii_12;
|
||||
float tt_13;
|
||||
tt_13 = 0.0;
|
||||
ii_12 = 0;
|
||||
for (int ii_12 = 0; ii_12 < 64; ) {
|
||||
for (int ii_12 = 0; ii_12 < 64; ii_12++) {
|
||||
vec3 _pos_14;
|
||||
_pos_14 = (_ray_10 + (_dir_11 * tt_13));
|
||||
vec3 tmpvar_15;
|
||||
@@ -56,11 +49,24 @@ void main ()
|
||||
vec3 _pos_21;
|
||||
_pos_21 = (_pos_14 + vec3(0.0, 0.0, -4.0));
|
||||
float tmpvar_22;
|
||||
tmpvar_22 = min (min (min (min (min (min ((sqrt(dot (tmpvar_15, tmpvar_15)) - 0.5), (sqrt(dot (_pos_16, _pos_16)) - 1.0)), (sqrt(dot (_pos_17, _pos_17)) - 1.0)), (sqrt(dot (_pos_18, _pos_18)) - 1.0)), (sqrt(dot (_pos_19, _pos_19)) - 1.0)), (sqrt(dot (_pos_20, _pos_20)) - 1.0)), (sqrt(dot (_pos_21, _pos_21)) - 1.0));
|
||||
tmpvar_22 = min (min (min (
|
||||
min (min (min ((
|
||||
sqrt(dot (tmpvar_15, tmpvar_15))
|
||||
- 0.5), (
|
||||
sqrt(dot (_pos_16, _pos_16))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_17, _pos_17)
|
||||
) - 1.0)), (sqrt(dot (_pos_18, _pos_18)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_19, _pos_19)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_20, _pos_20))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_21, _pos_21)
|
||||
) - 1.0));
|
||||
if ((tmpvar_22 > 0.001)) {
|
||||
tt_13 = (tt_13 + tmpvar_22);
|
||||
};
|
||||
ii_12 = (ii_12 + 1);
|
||||
};
|
||||
float tmpvar_23;
|
||||
if ((tt_13 < tmpvar_7)) {
|
||||
@@ -168,16 +174,102 @@ void main ()
|
||||
vec3 _pos_72;
|
||||
_pos_72 = (_pos_65 + vec3(0.0, 0.0, -4.0));
|
||||
vec3 tmpvar_73;
|
||||
tmpvar_73.x = (min (min (min (min (min (min ((sqrt(dot (tmpvar_26, tmpvar_26)) - 0.5), (sqrt(dot (_pos_27, _pos_27)) - 1.0)), (sqrt(dot (_pos_28, _pos_28)) - 1.0)), (sqrt(dot (_pos_29, _pos_29)) - 1.0)), (sqrt(dot (_pos_30, _pos_30)) - 1.0)), (sqrt(dot (_pos_31, _pos_31)) - 1.0)), (sqrt(dot (_pos_32, _pos_32)) - 1.0)) - min (min (min (min (min (min ((sqrt(dot (tmpvar_34, tmpvar_34)) - 0.5), (sqrt(dot (_pos_35, _pos_35)) - 1.0)), (sqrt(dot (_pos_36, _pos_36)) - 1.0)), (sqrt(dot (_pos_37, _pos_37)) - 1.0)), (sqrt(dot (_pos_38, _pos_38)) - 1.0)), (sqrt(dot (_pos_39, _pos_39)) - 1.0)), (sqrt(dot (_pos_40, _pos_40)) - 1.0)));
|
||||
tmpvar_73.y = (min (min (min (min (min (min ((sqrt(dot (tmpvar_42, tmpvar_42)) - 0.5), (sqrt(dot (_pos_43, _pos_43)) - 1.0)), (sqrt(dot (_pos_44, _pos_44)) - 1.0)), (sqrt(dot (_pos_45, _pos_45)) - 1.0)), (sqrt(dot (_pos_46, _pos_46)) - 1.0)), (sqrt(dot (_pos_47, _pos_47)) - 1.0)), (sqrt(dot (_pos_48, _pos_48)) - 1.0)) - min (min (min (min (min (min ((sqrt(dot (tmpvar_50, tmpvar_50)) - 0.5), (sqrt(dot (_pos_51, _pos_51)) - 1.0)), (sqrt(dot (_pos_52, _pos_52)) - 1.0)), (sqrt(dot (_pos_53, _pos_53)) - 1.0)), (sqrt(dot (_pos_54, _pos_54)) - 1.0)), (sqrt(dot (_pos_55, _pos_55)) - 1.0)), (sqrt(dot (_pos_56, _pos_56)) - 1.0)));
|
||||
tmpvar_73.z = (min (min (min (min (min (min ((sqrt(dot (tmpvar_58, tmpvar_58)) - 0.5), (sqrt(dot (_pos_59, _pos_59)) - 1.0)), (sqrt(dot (_pos_60, _pos_60)) - 1.0)), (sqrt(dot (_pos_61, _pos_61)) - 1.0)), (sqrt(dot (_pos_62, _pos_62)) - 1.0)), (sqrt(dot (_pos_63, _pos_63)) - 1.0)), (sqrt(dot (_pos_64, _pos_64)) - 1.0)) - min (min (min (min (min (min ((sqrt(dot (tmpvar_66, tmpvar_66)) - 0.5), (sqrt(dot (_pos_67, _pos_67)) - 1.0)), (sqrt(dot (_pos_68, _pos_68)) - 1.0)), (sqrt(dot (_pos_69, _pos_69)) - 1.0)), (sqrt(dot (_pos_70, _pos_70)) - 1.0)), (sqrt(dot (_pos_71, _pos_71)) - 1.0)), (sqrt(dot (_pos_72, _pos_72)) - 1.0)));
|
||||
tmpvar_73.x = (min (min (
|
||||
min (min (min (min (
|
||||
(sqrt(dot (tmpvar_26, tmpvar_26)) - 0.5)
|
||||
,
|
||||
(sqrt(dot (_pos_27, _pos_27)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_28, _pos_28))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_29, _pos_29)
|
||||
) - 1.0)), (sqrt(dot (_pos_30, _pos_30)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_31, _pos_31)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_32, _pos_32))
|
||||
- 1.0)) - min (min (
|
||||
min (min (min (min (
|
||||
(sqrt(dot (tmpvar_34, tmpvar_34)) - 0.5)
|
||||
,
|
||||
(sqrt(dot (_pos_35, _pos_35)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_36, _pos_36))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_37, _pos_37)
|
||||
) - 1.0)), (sqrt(dot (_pos_38, _pos_38)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_39, _pos_39)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_40, _pos_40))
|
||||
- 1.0)));
|
||||
tmpvar_73.y = (min (min (
|
||||
min (min (min (min (
|
||||
(sqrt(dot (tmpvar_42, tmpvar_42)) - 0.5)
|
||||
,
|
||||
(sqrt(dot (_pos_43, _pos_43)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_44, _pos_44))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_45, _pos_45)
|
||||
) - 1.0)), (sqrt(dot (_pos_46, _pos_46)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_47, _pos_47)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_48, _pos_48))
|
||||
- 1.0)) - min (min (
|
||||
min (min (min (min (
|
||||
(sqrt(dot (tmpvar_50, tmpvar_50)) - 0.5)
|
||||
,
|
||||
(sqrt(dot (_pos_51, _pos_51)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_52, _pos_52))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_53, _pos_53)
|
||||
) - 1.0)), (sqrt(dot (_pos_54, _pos_54)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_55, _pos_55)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_56, _pos_56))
|
||||
- 1.0)));
|
||||
tmpvar_73.z = (min (min (
|
||||
min (min (min (min (
|
||||
(sqrt(dot (tmpvar_58, tmpvar_58)) - 0.5)
|
||||
,
|
||||
(sqrt(dot (_pos_59, _pos_59)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_60, _pos_60))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_61, _pos_61)
|
||||
) - 1.0)), (sqrt(dot (_pos_62, _pos_62)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_63, _pos_63)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_64, _pos_64))
|
||||
- 1.0)) - min (min (
|
||||
min (min (min (min (
|
||||
(sqrt(dot (tmpvar_66, tmpvar_66)) - 0.5)
|
||||
,
|
||||
(sqrt(dot (_pos_67, _pos_67)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_68, _pos_68))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_69, _pos_69)
|
||||
) - 1.0)), (sqrt(dot (_pos_70, _pos_70)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_71, _pos_71)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_72, _pos_72))
|
||||
- 1.0)));
|
||||
vec3 tmpvar_74;
|
||||
tmpvar_74 = normalize(tmpvar_73);
|
||||
float tmpvar_75;
|
||||
tmpvar_75 = dot (tmpvar_74, u_lightDir);
|
||||
vec2 tmpvar_76;
|
||||
tmpvar_76.x = tmpvar_75;
|
||||
tmpvar_76.y = dot ((u_lightDir - ((2.0 * tmpvar_75) * tmpvar_74)), tmpvar_9);
|
||||
tmpvar_76.y = dot ((u_lightDir - (
|
||||
(2.0 * tmpvar_75)
|
||||
* tmpvar_74)), tmpvar_9);
|
||||
float tmpvar_77;
|
||||
tmpvar_77 = max (0.0, tmpvar_75);
|
||||
vec4 tmpvar_78;
|
||||
@@ -185,16 +277,16 @@ void main ()
|
||||
tmpvar_78.y = tmpvar_77;
|
||||
tmpvar_78.z = (float((tmpvar_75 >= 0.0)) * max (0.0, tmpvar_76.y));
|
||||
float tmpvar_79;
|
||||
tmpvar_79 = ((0.9 * tmpvar_77) + (pow (tmpvar_78.z, 128.0) * max ((0.2 + (0.8 * pow ((1.0 - tmpvar_75), 5.0))), 0.0)));
|
||||
tmpvar_79 = ((0.9 * tmpvar_77) + (pow (tmpvar_78.z, 128.0) * max (
|
||||
(0.2 + (0.8 * pow ((1.0 - tmpvar_75), 5.0)))
|
||||
, 0.0)));
|
||||
vec3 _pos_80;
|
||||
_pos_80 = tmpvar_24;
|
||||
vec3 _normal_81;
|
||||
_normal_81 = tmpvar_74;
|
||||
int ii_82;
|
||||
float occ_83;
|
||||
occ_83 = 0.0;
|
||||
ii_82 = 1;
|
||||
for (int ii_82 = 1; ii_82 < 4; ) {
|
||||
for (int ii_82 = 1; ii_82 < 4; ii_82++) {
|
||||
float tmpvar_84;
|
||||
tmpvar_84 = float(ii_82);
|
||||
vec3 _pos_85;
|
||||
@@ -213,8 +305,23 @@ void main ()
|
||||
_pos_91 = (_pos_85 + vec3(0.0, 0.0, 4.0));
|
||||
vec3 _pos_92;
|
||||
_pos_92 = (_pos_85 + vec3(0.0, 0.0, -4.0));
|
||||
occ_83 = (occ_83 + (((tmpvar_84 * 0.2) - min (min (min (min (min (min ((sqrt(dot (tmpvar_86, tmpvar_86)) - 0.5), (sqrt(dot (_pos_87, _pos_87)) - 1.0)), (sqrt(dot (_pos_88, _pos_88)) - 1.0)), (sqrt(dot (_pos_89, _pos_89)) - 1.0)), (sqrt(dot (_pos_90, _pos_90)) - 1.0)), (sqrt(dot (_pos_91, _pos_91)) - 1.0)), (sqrt(dot (_pos_92, _pos_92)) - 1.0))) / pow (2.0, tmpvar_84)));
|
||||
ii_82 = (ii_82 + 1);
|
||||
occ_83 = (occ_83 + ((
|
||||
(tmpvar_84 * 0.2)
|
||||
-
|
||||
min (min (min (min (
|
||||
min (min ((sqrt(
|
||||
dot (tmpvar_86, tmpvar_86)
|
||||
) - 0.5), (sqrt(
|
||||
dot (_pos_87, _pos_87)
|
||||
) - 1.0)), (sqrt(dot (_pos_88, _pos_88)) - 1.0))
|
||||
,
|
||||
(sqrt(dot (_pos_89, _pos_89)) - 1.0)
|
||||
), (
|
||||
sqrt(dot (_pos_90, _pos_90))
|
||||
- 1.0)), (sqrt(
|
||||
dot (_pos_91, _pos_91)
|
||||
) - 1.0)), (sqrt(dot (_pos_92, _pos_92)) - 1.0))
|
||||
) / exp2(tmpvar_84)));
|
||||
};
|
||||
float tmpvar_93;
|
||||
tmpvar_93 = pow ((tmpvar_79 * (1.0 - occ_83)), 0.454545);
|
||||
@@ -224,10 +331,10 @@ void main ()
|
||||
tmpvar_94.y = tmpvar_93;
|
||||
tmpvar_94.z = tmpvar_93;
|
||||
gl_FragColor = tmpvar_94;
|
||||
gl_FragDepth = (tmpvar_23 / tmpvar_7);
|
||||
gl_FragDepth = (tmpvar_23 / tmpvar_7);
|
||||
} else {
|
||||
gl_FragColor = v_color0;
|
||||
gl_FragDepth = 1.0;
|
||||
gl_FragDepth = 1.0;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -1,33 +1,30 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap3;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap3;
|
||||
void main ()
|
||||
{
|
||||
float visibility_1;
|
||||
vec3 colorCoverage_2;
|
||||
lowp float visibility_1;
|
||||
lowp vec3 colorCoverage_2;
|
||||
vec2 tmpvar_3;
|
||||
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
vec2 tmpvar_4;
|
||||
@@ -77,16 +74,16 @@ void main ()
|
||||
} else {
|
||||
tmpvar_17 = bool(0);
|
||||
};
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
tmpvar_19 = (float(tmpvar_17) * 0.4);
|
||||
vec3 tmpvar_20;
|
||||
lowp vec3 tmpvar_20;
|
||||
tmpvar_20.x = -(tmpvar_19);
|
||||
tmpvar_20.y = tmpvar_19;
|
||||
tmpvar_20.z = -(tmpvar_19);
|
||||
colorCoverage_2 = tmpvar_20;
|
||||
float _depthMultiplier_21;
|
||||
_depthMultiplier_21 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_22;
|
||||
lowp float tmpvar_22;
|
||||
vec2 tmpvar_23;
|
||||
tmpvar_23 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
bool tmpvar_24;
|
||||
@@ -98,7 +95,9 @@ void main ()
|
||||
if (tmpvar_24) {
|
||||
tmpvar_22 = 1.0;
|
||||
} else {
|
||||
tmpvar_22 = clamp (exp((_depthMultiplier_21 * (dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)))), 0.0, 1.0);
|
||||
tmpvar_22 = clamp (exp((_depthMultiplier_21 *
|
||||
(dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord1.z - u_params1.x) / v_texcoord1.w))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_22;
|
||||
} else {
|
||||
@@ -115,16 +114,16 @@ void main ()
|
||||
} else {
|
||||
tmpvar_27 = bool(0);
|
||||
};
|
||||
float tmpvar_29;
|
||||
lowp float tmpvar_29;
|
||||
tmpvar_29 = (float(tmpvar_27) * 0.4);
|
||||
vec3 tmpvar_30;
|
||||
lowp vec3 tmpvar_30;
|
||||
tmpvar_30.x = tmpvar_29;
|
||||
tmpvar_30.y = tmpvar_29;
|
||||
tmpvar_30.z = -(tmpvar_29);
|
||||
colorCoverage_2 = tmpvar_30;
|
||||
float _depthMultiplier_31;
|
||||
_depthMultiplier_31 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_32;
|
||||
lowp float tmpvar_32;
|
||||
vec2 tmpvar_33;
|
||||
tmpvar_33 = (v_texcoord2.xy / v_texcoord2.w);
|
||||
bool tmpvar_34;
|
||||
@@ -136,7 +135,9 @@ void main ()
|
||||
if (tmpvar_34) {
|
||||
tmpvar_32 = 1.0;
|
||||
} else {
|
||||
tmpvar_32 = clamp (exp((_depthMultiplier_31 * (dot (texture2D (u_shadowMap1, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)))), 0.0, 1.0);
|
||||
tmpvar_32 = clamp (exp((_depthMultiplier_31 *
|
||||
(dot (texture2D (u_shadowMap1, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord2.z - u_params1.x) / v_texcoord2.w))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_32;
|
||||
} else {
|
||||
@@ -153,16 +154,16 @@ void main ()
|
||||
} else {
|
||||
tmpvar_37 = bool(0);
|
||||
};
|
||||
float tmpvar_39;
|
||||
lowp float tmpvar_39;
|
||||
tmpvar_39 = (float(tmpvar_37) * 0.4);
|
||||
vec3 tmpvar_40;
|
||||
lowp vec3 tmpvar_40;
|
||||
tmpvar_40.x = -(tmpvar_39);
|
||||
tmpvar_40.y = -(tmpvar_39);
|
||||
tmpvar_40.z = tmpvar_39;
|
||||
colorCoverage_2 = tmpvar_40;
|
||||
float _depthMultiplier_41;
|
||||
_depthMultiplier_41 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_42;
|
||||
lowp float tmpvar_42;
|
||||
vec2 tmpvar_43;
|
||||
tmpvar_43 = (v_texcoord3.xy / v_texcoord3.w);
|
||||
bool tmpvar_44;
|
||||
@@ -174,7 +175,9 @@ void main ()
|
||||
if (tmpvar_44) {
|
||||
tmpvar_42 = 1.0;
|
||||
} else {
|
||||
tmpvar_42 = clamp (exp((_depthMultiplier_41 * (dot (texture2D (u_shadowMap2, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)))), 0.0, 1.0);
|
||||
tmpvar_42 = clamp (exp((_depthMultiplier_41 *
|
||||
(dot (texture2D (u_shadowMap2, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord3.z - u_params1.x) / v_texcoord3.w))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_42;
|
||||
} else {
|
||||
@@ -190,16 +193,16 @@ void main ()
|
||||
} else {
|
||||
tmpvar_47 = bool(0);
|
||||
};
|
||||
float tmpvar_49;
|
||||
lowp float tmpvar_49;
|
||||
tmpvar_49 = (float(tmpvar_47) * 0.4);
|
||||
vec3 tmpvar_50;
|
||||
lowp vec3 tmpvar_50;
|
||||
tmpvar_50.x = tmpvar_49;
|
||||
tmpvar_50.y = -(tmpvar_49);
|
||||
tmpvar_50.z = -(tmpvar_49);
|
||||
colorCoverage_2 = tmpvar_50;
|
||||
float _depthMultiplier_51;
|
||||
_depthMultiplier_51 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_52;
|
||||
lowp float tmpvar_52;
|
||||
vec2 tmpvar_53;
|
||||
tmpvar_53 = (v_texcoord4.xy / v_texcoord4.w);
|
||||
bool tmpvar_54;
|
||||
@@ -211,7 +214,9 @@ void main ()
|
||||
if (tmpvar_54) {
|
||||
tmpvar_52 = 1.0;
|
||||
} else {
|
||||
tmpvar_52 = clamp (exp((_depthMultiplier_51 * (dot (texture2D (u_shadowMap3, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)))), 0.0, 1.0);
|
||||
tmpvar_52 = clamp (exp((_depthMultiplier_51 *
|
||||
(dot (texture2D (u_shadowMap3, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - ((v_texcoord4.z - u_params1.x) / v_texcoord4.w))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_52;
|
||||
};
|
||||
@@ -233,18 +238,48 @@ void main ()
|
||||
tmpvar_60 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_61;
|
||||
tmpvar_61 = sqrt(dot (tmpvar_58, tmpvar_58));
|
||||
tmpvar_57 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61)) + ((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)))) * mix (clamp (((max (0.0, dot (-(tmpvar_59), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_60) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_60)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_57 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_59)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_60) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_60))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_62;
|
||||
tmpvar_62 = dot (v_normal, tmpvar_56);
|
||||
vec2 tmpvar_63;
|
||||
tmpvar_63.x = tmpvar_62;
|
||||
tmpvar_63.y = (((float((tmpvar_62 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_62) * v_normal) - tmpvar_56), tmpvar_55)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_63.y = (((
|
||||
float((tmpvar_62 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_62) * v_normal)
|
||||
- tmpvar_56), tmpvar_55)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_64;
|
||||
tmpvar_64 = (max (tmpvar_63, 0.0) * tmpvar_57);
|
||||
float tmpvar_65;
|
||||
tmpvar_65 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_66;
|
||||
tmpvar_66 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y))
|
||||
* u_color.xyz) * visibility_1)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_66;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
@@ -1,33 +1,30 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap3;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap3;
|
||||
void main ()
|
||||
{
|
||||
float visibility_1;
|
||||
vec3 colorCoverage_2;
|
||||
lowp float visibility_1;
|
||||
lowp vec3 colorCoverage_2;
|
||||
vec2 tmpvar_3;
|
||||
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
vec2 tmpvar_4;
|
||||
@@ -77,9 +74,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_17 = bool(0);
|
||||
};
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
tmpvar_19 = (float(tmpvar_17) * 0.4);
|
||||
vec3 tmpvar_20;
|
||||
lowp vec3 tmpvar_20;
|
||||
tmpvar_20.x = -(tmpvar_19);
|
||||
tmpvar_20.y = tmpvar_19;
|
||||
tmpvar_20.z = -(tmpvar_19);
|
||||
@@ -90,7 +87,7 @@ void main ()
|
||||
tmpvar_21.z = v_texcoord1.z;
|
||||
float _depthMultiplier_22;
|
||||
_depthMultiplier_22 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_23;
|
||||
lowp float tmpvar_23;
|
||||
bool tmpvar_24;
|
||||
if (any(greaterThan (tmpvar_21.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_24 = bool(1);
|
||||
@@ -100,7 +97,9 @@ void main ()
|
||||
if (tmpvar_24) {
|
||||
tmpvar_23 = 1.0;
|
||||
} else {
|
||||
tmpvar_23 = clamp (exp((_depthMultiplier_22 * (dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord1.z - u_params1.x)))), 0.0, 1.0);
|
||||
tmpvar_23 = clamp (exp((_depthMultiplier_22 *
|
||||
(dot (texture2D (u_shadowMap0, tmpvar_21.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord1.z - u_params1.x))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_23;
|
||||
} else {
|
||||
@@ -117,9 +116,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_27 = bool(0);
|
||||
};
|
||||
float tmpvar_29;
|
||||
lowp float tmpvar_29;
|
||||
tmpvar_29 = (float(tmpvar_27) * 0.4);
|
||||
vec3 tmpvar_30;
|
||||
lowp vec3 tmpvar_30;
|
||||
tmpvar_30.x = tmpvar_29;
|
||||
tmpvar_30.y = tmpvar_29;
|
||||
tmpvar_30.z = -(tmpvar_29);
|
||||
@@ -130,7 +129,7 @@ void main ()
|
||||
tmpvar_31.z = v_texcoord2.z;
|
||||
float _depthMultiplier_32;
|
||||
_depthMultiplier_32 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_33;
|
||||
lowp float tmpvar_33;
|
||||
bool tmpvar_34;
|
||||
if (any(greaterThan (tmpvar_31.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_34 = bool(1);
|
||||
@@ -140,7 +139,9 @@ void main ()
|
||||
if (tmpvar_34) {
|
||||
tmpvar_33 = 1.0;
|
||||
} else {
|
||||
tmpvar_33 = clamp (exp((_depthMultiplier_32 * (dot (texture2D (u_shadowMap1, tmpvar_31.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord2.z - u_params1.x)))), 0.0, 1.0);
|
||||
tmpvar_33 = clamp (exp((_depthMultiplier_32 *
|
||||
(dot (texture2D (u_shadowMap1, tmpvar_31.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord2.z - u_params1.x))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_33;
|
||||
} else {
|
||||
@@ -157,9 +158,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_37 = bool(0);
|
||||
};
|
||||
float tmpvar_39;
|
||||
lowp float tmpvar_39;
|
||||
tmpvar_39 = (float(tmpvar_37) * 0.4);
|
||||
vec3 tmpvar_40;
|
||||
lowp vec3 tmpvar_40;
|
||||
tmpvar_40.x = -(tmpvar_39);
|
||||
tmpvar_40.y = -(tmpvar_39);
|
||||
tmpvar_40.z = tmpvar_39;
|
||||
@@ -170,7 +171,7 @@ void main ()
|
||||
tmpvar_41.z = v_texcoord3.z;
|
||||
float _depthMultiplier_42;
|
||||
_depthMultiplier_42 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_43;
|
||||
lowp float tmpvar_43;
|
||||
bool tmpvar_44;
|
||||
if (any(greaterThan (tmpvar_41.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_44 = bool(1);
|
||||
@@ -180,7 +181,9 @@ void main ()
|
||||
if (tmpvar_44) {
|
||||
tmpvar_43 = 1.0;
|
||||
} else {
|
||||
tmpvar_43 = clamp (exp((_depthMultiplier_42 * (dot (texture2D (u_shadowMap2, tmpvar_41.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord3.z - u_params1.x)))), 0.0, 1.0);
|
||||
tmpvar_43 = clamp (exp((_depthMultiplier_42 *
|
||||
(dot (texture2D (u_shadowMap2, tmpvar_41.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord3.z - u_params1.x))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_43;
|
||||
} else {
|
||||
@@ -196,9 +199,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_47 = bool(0);
|
||||
};
|
||||
float tmpvar_49;
|
||||
lowp float tmpvar_49;
|
||||
tmpvar_49 = (float(tmpvar_47) * 0.4);
|
||||
vec3 tmpvar_50;
|
||||
lowp vec3 tmpvar_50;
|
||||
tmpvar_50.x = tmpvar_49;
|
||||
tmpvar_50.y = -(tmpvar_49);
|
||||
tmpvar_50.z = -(tmpvar_49);
|
||||
@@ -209,7 +212,7 @@ void main ()
|
||||
tmpvar_51.z = v_texcoord4.z;
|
||||
float _depthMultiplier_52;
|
||||
_depthMultiplier_52 = (u_params1.w * u_params1.z);
|
||||
float tmpvar_53;
|
||||
lowp float tmpvar_53;
|
||||
bool tmpvar_54;
|
||||
if (any(greaterThan (tmpvar_51.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_54 = bool(1);
|
||||
@@ -219,7 +222,9 @@ void main ()
|
||||
if (tmpvar_54) {
|
||||
tmpvar_53 = 1.0;
|
||||
} else {
|
||||
tmpvar_53 = clamp (exp((_depthMultiplier_52 * (dot (texture2D (u_shadowMap3, tmpvar_51.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord4.z - u_params1.x)))), 0.0, 1.0);
|
||||
tmpvar_53 = clamp (exp((_depthMultiplier_52 *
|
||||
(dot (texture2D (u_shadowMap3, tmpvar_51.xy), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) - (v_texcoord4.z - u_params1.x))
|
||||
)), 0.0, 1.0);
|
||||
};
|
||||
visibility_1 = tmpvar_53;
|
||||
};
|
||||
@@ -241,18 +246,48 @@ void main ()
|
||||
tmpvar_60 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_61;
|
||||
tmpvar_61 = sqrt(dot (tmpvar_58, tmpvar_58));
|
||||
tmpvar_57 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61)) + ((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)))) * mix (clamp (((max (0.0, dot (-(tmpvar_59), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_60) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_60)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_57 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_61))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_61) * tmpvar_61)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_59)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_60) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_60))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_62;
|
||||
tmpvar_62 = dot (v_normal, tmpvar_56);
|
||||
vec2 tmpvar_63;
|
||||
tmpvar_63.x = tmpvar_62;
|
||||
tmpvar_63.y = (((float((tmpvar_62 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_62) * v_normal) - tmpvar_56), tmpvar_55)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_63.y = (((
|
||||
float((tmpvar_62 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_62) * v_normal)
|
||||
- tmpvar_56), tmpvar_55)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_64;
|
||||
tmpvar_64 = (max (tmpvar_63, 0.0) * tmpvar_57);
|
||||
float tmpvar_65;
|
||||
tmpvar_65 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_66;
|
||||
tmpvar_66 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_64.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_64.y))
|
||||
* u_color.xyz) * visibility_1)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_65) * tmpvar_65))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_66;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,33 +1,30 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap3;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap3;
|
||||
void main ()
|
||||
{
|
||||
float visibility_1;
|
||||
vec3 colorCoverage_2;
|
||||
lowp float visibility_1;
|
||||
lowp vec3 colorCoverage_2;
|
||||
vec2 tmpvar_3;
|
||||
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
vec2 tmpvar_4;
|
||||
@@ -77,14 +74,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_17 = bool(0);
|
||||
};
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
tmpvar_19 = (float(tmpvar_17) * 0.4);
|
||||
vec3 tmpvar_20;
|
||||
lowp vec3 tmpvar_20;
|
||||
tmpvar_20.x = -(tmpvar_19);
|
||||
tmpvar_20.y = tmpvar_19;
|
||||
tmpvar_20.z = -(tmpvar_19);
|
||||
colorCoverage_2 = tmpvar_20;
|
||||
float tmpvar_21;
|
||||
lowp float tmpvar_21;
|
||||
vec2 tmpvar_22;
|
||||
tmpvar_22 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
bool tmpvar_23;
|
||||
@@ -96,7 +93,9 @@ void main ()
|
||||
if (tmpvar_23) {
|
||||
tmpvar_21 = 1.0;
|
||||
} else {
|
||||
tmpvar_21 = float((dot (texture2D (u_shadowMap0, tmpvar_22), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord1.z - u_params1.x) / v_texcoord1.w)));
|
||||
tmpvar_21 = float((dot (texture2D (u_shadowMap0, tmpvar_22), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(v_texcoord1.z - u_params1.x)
|
||||
/ v_texcoord1.w)));
|
||||
};
|
||||
visibility_1 = tmpvar_21;
|
||||
} else {
|
||||
@@ -113,14 +112,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_26 = bool(0);
|
||||
};
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
tmpvar_28 = (float(tmpvar_26) * 0.4);
|
||||
vec3 tmpvar_29;
|
||||
lowp vec3 tmpvar_29;
|
||||
tmpvar_29.x = tmpvar_28;
|
||||
tmpvar_29.y = tmpvar_28;
|
||||
tmpvar_29.z = -(tmpvar_28);
|
||||
colorCoverage_2 = tmpvar_29;
|
||||
float tmpvar_30;
|
||||
lowp float tmpvar_30;
|
||||
vec2 tmpvar_31;
|
||||
tmpvar_31 = (v_texcoord2.xy / v_texcoord2.w);
|
||||
bool tmpvar_32;
|
||||
@@ -132,7 +131,9 @@ void main ()
|
||||
if (tmpvar_32) {
|
||||
tmpvar_30 = 1.0;
|
||||
} else {
|
||||
tmpvar_30 = float((dot (texture2D (u_shadowMap1, tmpvar_31), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord2.z - u_params1.x) / v_texcoord2.w)));
|
||||
tmpvar_30 = float((dot (texture2D (u_shadowMap1, tmpvar_31), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(v_texcoord2.z - u_params1.x)
|
||||
/ v_texcoord2.w)));
|
||||
};
|
||||
visibility_1 = tmpvar_30;
|
||||
} else {
|
||||
@@ -149,14 +150,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_35 = bool(0);
|
||||
};
|
||||
float tmpvar_37;
|
||||
lowp float tmpvar_37;
|
||||
tmpvar_37 = (float(tmpvar_35) * 0.4);
|
||||
vec3 tmpvar_38;
|
||||
lowp vec3 tmpvar_38;
|
||||
tmpvar_38.x = -(tmpvar_37);
|
||||
tmpvar_38.y = -(tmpvar_37);
|
||||
tmpvar_38.z = tmpvar_37;
|
||||
colorCoverage_2 = tmpvar_38;
|
||||
float tmpvar_39;
|
||||
lowp float tmpvar_39;
|
||||
vec2 tmpvar_40;
|
||||
tmpvar_40 = (v_texcoord3.xy / v_texcoord3.w);
|
||||
bool tmpvar_41;
|
||||
@@ -168,7 +169,9 @@ void main ()
|
||||
if (tmpvar_41) {
|
||||
tmpvar_39 = 1.0;
|
||||
} else {
|
||||
tmpvar_39 = float((dot (texture2D (u_shadowMap2, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord3.z - u_params1.x) / v_texcoord3.w)));
|
||||
tmpvar_39 = float((dot (texture2D (u_shadowMap2, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(v_texcoord3.z - u_params1.x)
|
||||
/ v_texcoord3.w)));
|
||||
};
|
||||
visibility_1 = tmpvar_39;
|
||||
} else {
|
||||
@@ -184,14 +187,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_44 = bool(0);
|
||||
};
|
||||
float tmpvar_46;
|
||||
lowp float tmpvar_46;
|
||||
tmpvar_46 = (float(tmpvar_44) * 0.4);
|
||||
vec3 tmpvar_47;
|
||||
lowp vec3 tmpvar_47;
|
||||
tmpvar_47.x = tmpvar_46;
|
||||
tmpvar_47.y = -(tmpvar_46);
|
||||
tmpvar_47.z = -(tmpvar_46);
|
||||
colorCoverage_2 = tmpvar_47;
|
||||
float tmpvar_48;
|
||||
lowp float tmpvar_48;
|
||||
vec2 tmpvar_49;
|
||||
tmpvar_49 = (v_texcoord4.xy / v_texcoord4.w);
|
||||
bool tmpvar_50;
|
||||
@@ -203,7 +206,9 @@ void main ()
|
||||
if (tmpvar_50) {
|
||||
tmpvar_48 = 1.0;
|
||||
} else {
|
||||
tmpvar_48 = float((dot (texture2D (u_shadowMap3, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((v_texcoord4.z - u_params1.x) / v_texcoord4.w)));
|
||||
tmpvar_48 = float((dot (texture2D (u_shadowMap3, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(v_texcoord4.z - u_params1.x)
|
||||
/ v_texcoord4.w)));
|
||||
};
|
||||
visibility_1 = tmpvar_48;
|
||||
};
|
||||
@@ -225,18 +230,48 @@ void main ()
|
||||
tmpvar_56 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_57;
|
||||
tmpvar_57 = sqrt(dot (tmpvar_54, tmpvar_54));
|
||||
tmpvar_53 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57)) + ((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)))) * mix (clamp (((max (0.0, dot (-(tmpvar_55), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_56) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_56)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_53 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_55)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_56) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_56))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_58;
|
||||
tmpvar_58 = dot (v_normal, tmpvar_52);
|
||||
vec2 tmpvar_59;
|
||||
tmpvar_59.x = tmpvar_58;
|
||||
tmpvar_59.y = (((float((tmpvar_58 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_58) * v_normal) - tmpvar_52), tmpvar_51)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_59.y = (((
|
||||
float((tmpvar_58 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_58) * v_normal)
|
||||
- tmpvar_52), tmpvar_51)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_60;
|
||||
tmpvar_60 = (max (tmpvar_59, 0.0) * tmpvar_53);
|
||||
float tmpvar_61;
|
||||
tmpvar_61 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_62;
|
||||
tmpvar_62 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y))
|
||||
* u_color.xyz) * visibility_1)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_62;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
@@ -1,33 +1,30 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap3;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap3;
|
||||
void main ()
|
||||
{
|
||||
float visibility_1;
|
||||
vec3 colorCoverage_2;
|
||||
lowp float visibility_1;
|
||||
lowp vec3 colorCoverage_2;
|
||||
vec2 tmpvar_3;
|
||||
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
vec2 tmpvar_4;
|
||||
@@ -77,9 +74,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_17 = bool(0);
|
||||
};
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
tmpvar_19 = (float(tmpvar_17) * 0.4);
|
||||
vec3 tmpvar_20;
|
||||
lowp vec3 tmpvar_20;
|
||||
tmpvar_20.x = -(tmpvar_19);
|
||||
tmpvar_20.y = tmpvar_19;
|
||||
tmpvar_20.z = -(tmpvar_19);
|
||||
@@ -88,7 +85,7 @@ void main ()
|
||||
tmpvar_21.w = 1.0;
|
||||
tmpvar_21.xy = (v_texcoord1.xy / v_texcoord1.w);
|
||||
tmpvar_21.z = v_texcoord1.z;
|
||||
float tmpvar_22;
|
||||
lowp float tmpvar_22;
|
||||
bool tmpvar_23;
|
||||
if (any(greaterThan (tmpvar_21.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_23 = bool(1);
|
||||
@@ -115,9 +112,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_26 = bool(0);
|
||||
};
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
tmpvar_28 = (float(tmpvar_26) * 0.4);
|
||||
vec3 tmpvar_29;
|
||||
lowp vec3 tmpvar_29;
|
||||
tmpvar_29.x = tmpvar_28;
|
||||
tmpvar_29.y = tmpvar_28;
|
||||
tmpvar_29.z = -(tmpvar_28);
|
||||
@@ -126,7 +123,7 @@ void main ()
|
||||
tmpvar_30.w = 1.0;
|
||||
tmpvar_30.xy = (v_texcoord2.xy / v_texcoord2.w);
|
||||
tmpvar_30.z = v_texcoord2.z;
|
||||
float tmpvar_31;
|
||||
lowp float tmpvar_31;
|
||||
bool tmpvar_32;
|
||||
if (any(greaterThan (tmpvar_30.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_32 = bool(1);
|
||||
@@ -153,9 +150,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_35 = bool(0);
|
||||
};
|
||||
float tmpvar_37;
|
||||
lowp float tmpvar_37;
|
||||
tmpvar_37 = (float(tmpvar_35) * 0.4);
|
||||
vec3 tmpvar_38;
|
||||
lowp vec3 tmpvar_38;
|
||||
tmpvar_38.x = -(tmpvar_37);
|
||||
tmpvar_38.y = -(tmpvar_37);
|
||||
tmpvar_38.z = tmpvar_37;
|
||||
@@ -164,7 +161,7 @@ void main ()
|
||||
tmpvar_39.w = 1.0;
|
||||
tmpvar_39.xy = (v_texcoord3.xy / v_texcoord3.w);
|
||||
tmpvar_39.z = v_texcoord3.z;
|
||||
float tmpvar_40;
|
||||
lowp float tmpvar_40;
|
||||
bool tmpvar_41;
|
||||
if (any(greaterThan (tmpvar_39.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_41 = bool(1);
|
||||
@@ -190,9 +187,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_44 = bool(0);
|
||||
};
|
||||
float tmpvar_46;
|
||||
lowp float tmpvar_46;
|
||||
tmpvar_46 = (float(tmpvar_44) * 0.4);
|
||||
vec3 tmpvar_47;
|
||||
lowp vec3 tmpvar_47;
|
||||
tmpvar_47.x = tmpvar_46;
|
||||
tmpvar_47.y = -(tmpvar_46);
|
||||
tmpvar_47.z = -(tmpvar_46);
|
||||
@@ -201,7 +198,7 @@ void main ()
|
||||
tmpvar_48.w = 1.0;
|
||||
tmpvar_48.xy = (v_texcoord4.xy / v_texcoord4.w);
|
||||
tmpvar_48.z = v_texcoord4.z;
|
||||
float tmpvar_49;
|
||||
lowp float tmpvar_49;
|
||||
bool tmpvar_50;
|
||||
if (any(greaterThan (tmpvar_48.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_50 = bool(1);
|
||||
@@ -233,18 +230,48 @@ void main ()
|
||||
tmpvar_56 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_57;
|
||||
tmpvar_57 = sqrt(dot (tmpvar_54, tmpvar_54));
|
||||
tmpvar_53 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57)) + ((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)))) * mix (clamp (((max (0.0, dot (-(tmpvar_55), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_56) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_56)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_53 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_57))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_57) * tmpvar_57)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_55)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_56) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_56))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_58;
|
||||
tmpvar_58 = dot (v_normal, tmpvar_52);
|
||||
vec2 tmpvar_59;
|
||||
tmpvar_59.x = tmpvar_58;
|
||||
tmpvar_59.y = (((float((tmpvar_58 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_58) * v_normal) - tmpvar_52), tmpvar_51)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_59.y = (((
|
||||
float((tmpvar_58 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_58) * v_normal)
|
||||
- tmpvar_52), tmpvar_51)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_60;
|
||||
tmpvar_60 = (max (tmpvar_59, 0.0) * tmpvar_53);
|
||||
float tmpvar_61;
|
||||
tmpvar_61 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_62;
|
||||
tmpvar_62 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_60.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_60.y))
|
||||
* u_color.xyz) * visibility_1)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_61) * tmpvar_61))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_62;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -1,24 +1,21 @@
|
||||
FSHpjH#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_shadowcoord;
|
||||
FSHpjHprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_shadowcoord;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
void main ()
|
||||
{
|
||||
vec2 _texcoord_1;
|
||||
@@ -33,14 +30,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_3 = bool(0);
|
||||
};
|
||||
float tmpvar_5;
|
||||
lowp float tmpvar_5;
|
||||
tmpvar_5 = (float(tmpvar_3) * 0.3);
|
||||
vec3 tmpvar_6;
|
||||
lowp vec3 tmpvar_6;
|
||||
tmpvar_6.x = tmpvar_5;
|
||||
tmpvar_6.y = -(tmpvar_5);
|
||||
tmpvar_6.z = -(tmpvar_5);
|
||||
float tmpvar_7;
|
||||
float result_8;
|
||||
lowp float tmpvar_7;
|
||||
lowp float result_8;
|
||||
result_8 = 0.0;
|
||||
vec2 tmpvar_9;
|
||||
tmpvar_9 = ((u_smSamplingParams.zw * u_params2.zz) * v_shadowcoord.w);
|
||||
@@ -49,7 +46,7 @@ void main ()
|
||||
tmpvar_10.xy = (vec2(-1.5, -1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_11;
|
||||
_shadowCoord_11 = (v_shadowcoord + tmpvar_10);
|
||||
float tmpvar_12;
|
||||
lowp float tmpvar_12;
|
||||
vec2 tmpvar_13;
|
||||
tmpvar_13 = (_shadowCoord_11.xy / _shadowCoord_11.w);
|
||||
bool tmpvar_14;
|
||||
@@ -61,7 +58,9 @@ void main ()
|
||||
if (tmpvar_14) {
|
||||
tmpvar_12 = 1.0;
|
||||
} else {
|
||||
tmpvar_12 = float((dot (texture2D (u_shadowMap0, tmpvar_13), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_11.z - u_params1.x) / _shadowCoord_11.w)));
|
||||
tmpvar_12 = float((dot (texture2D (u_shadowMap0, tmpvar_13), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_11.z - u_params1.x)
|
||||
/ _shadowCoord_11.w)));
|
||||
};
|
||||
result_8 = tmpvar_12;
|
||||
vec4 tmpvar_15;
|
||||
@@ -69,7 +68,7 @@ void main ()
|
||||
tmpvar_15.xy = (vec2(-1.5, -0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_16;
|
||||
_shadowCoord_16 = (v_shadowcoord + tmpvar_15);
|
||||
float tmpvar_17;
|
||||
lowp float tmpvar_17;
|
||||
vec2 tmpvar_18;
|
||||
tmpvar_18 = (_shadowCoord_16.xy / _shadowCoord_16.w);
|
||||
bool tmpvar_19;
|
||||
@@ -81,7 +80,9 @@ void main ()
|
||||
if (tmpvar_19) {
|
||||
tmpvar_17 = 1.0;
|
||||
} else {
|
||||
tmpvar_17 = float((dot (texture2D (u_shadowMap0, tmpvar_18), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_16.z - u_params1.x) / _shadowCoord_16.w)));
|
||||
tmpvar_17 = float((dot (texture2D (u_shadowMap0, tmpvar_18), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_16.z - u_params1.x)
|
||||
/ _shadowCoord_16.w)));
|
||||
};
|
||||
result_8 = (tmpvar_12 + tmpvar_17);
|
||||
vec4 tmpvar_20;
|
||||
@@ -89,7 +90,7 @@ void main ()
|
||||
tmpvar_20.xy = (vec2(-1.5, 0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_21;
|
||||
_shadowCoord_21 = (v_shadowcoord + tmpvar_20);
|
||||
float tmpvar_22;
|
||||
lowp float tmpvar_22;
|
||||
vec2 tmpvar_23;
|
||||
tmpvar_23 = (_shadowCoord_21.xy / _shadowCoord_21.w);
|
||||
bool tmpvar_24;
|
||||
@@ -101,7 +102,9 @@ void main ()
|
||||
if (tmpvar_24) {
|
||||
tmpvar_22 = 1.0;
|
||||
} else {
|
||||
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_21.z - u_params1.x) / _shadowCoord_21.w)));
|
||||
tmpvar_22 = float((dot (texture2D (u_shadowMap0, tmpvar_23), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_21.z - u_params1.x)
|
||||
/ _shadowCoord_21.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_22);
|
||||
vec4 tmpvar_25;
|
||||
@@ -109,7 +112,7 @@ void main ()
|
||||
tmpvar_25.xy = (vec2(-1.5, 1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_26;
|
||||
_shadowCoord_26 = (v_shadowcoord + tmpvar_25);
|
||||
float tmpvar_27;
|
||||
lowp float tmpvar_27;
|
||||
vec2 tmpvar_28;
|
||||
tmpvar_28 = (_shadowCoord_26.xy / _shadowCoord_26.w);
|
||||
bool tmpvar_29;
|
||||
@@ -121,7 +124,9 @@ void main ()
|
||||
if (tmpvar_29) {
|
||||
tmpvar_27 = 1.0;
|
||||
} else {
|
||||
tmpvar_27 = float((dot (texture2D (u_shadowMap0, tmpvar_28), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_26.z - u_params1.x) / _shadowCoord_26.w)));
|
||||
tmpvar_27 = float((dot (texture2D (u_shadowMap0, tmpvar_28), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_26.z - u_params1.x)
|
||||
/ _shadowCoord_26.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_27);
|
||||
vec4 tmpvar_30;
|
||||
@@ -129,7 +134,7 @@ void main ()
|
||||
tmpvar_30.xy = (vec2(-0.5, -1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_31;
|
||||
_shadowCoord_31 = (v_shadowcoord + tmpvar_30);
|
||||
float tmpvar_32;
|
||||
lowp float tmpvar_32;
|
||||
vec2 tmpvar_33;
|
||||
tmpvar_33 = (_shadowCoord_31.xy / _shadowCoord_31.w);
|
||||
bool tmpvar_34;
|
||||
@@ -141,7 +146,9 @@ void main ()
|
||||
if (tmpvar_34) {
|
||||
tmpvar_32 = 1.0;
|
||||
} else {
|
||||
tmpvar_32 = float((dot (texture2D (u_shadowMap0, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_31.z - u_params1.x) / _shadowCoord_31.w)));
|
||||
tmpvar_32 = float((dot (texture2D (u_shadowMap0, tmpvar_33), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_31.z - u_params1.x)
|
||||
/ _shadowCoord_31.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_32);
|
||||
vec4 tmpvar_35;
|
||||
@@ -149,7 +156,7 @@ void main ()
|
||||
tmpvar_35.xy = (vec2(-0.5, -0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_36;
|
||||
_shadowCoord_36 = (v_shadowcoord + tmpvar_35);
|
||||
float tmpvar_37;
|
||||
lowp float tmpvar_37;
|
||||
vec2 tmpvar_38;
|
||||
tmpvar_38 = (_shadowCoord_36.xy / _shadowCoord_36.w);
|
||||
bool tmpvar_39;
|
||||
@@ -161,7 +168,9 @@ void main ()
|
||||
if (tmpvar_39) {
|
||||
tmpvar_37 = 1.0;
|
||||
} else {
|
||||
tmpvar_37 = float((dot (texture2D (u_shadowMap0, tmpvar_38), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_36.z - u_params1.x) / _shadowCoord_36.w)));
|
||||
tmpvar_37 = float((dot (texture2D (u_shadowMap0, tmpvar_38), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_36.z - u_params1.x)
|
||||
/ _shadowCoord_36.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_37);
|
||||
vec4 tmpvar_40;
|
||||
@@ -169,7 +178,7 @@ void main ()
|
||||
tmpvar_40.xy = (vec2(-0.5, 0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_41;
|
||||
_shadowCoord_41 = (v_shadowcoord + tmpvar_40);
|
||||
float tmpvar_42;
|
||||
lowp float tmpvar_42;
|
||||
vec2 tmpvar_43;
|
||||
tmpvar_43 = (_shadowCoord_41.xy / _shadowCoord_41.w);
|
||||
bool tmpvar_44;
|
||||
@@ -181,7 +190,9 @@ void main ()
|
||||
if (tmpvar_44) {
|
||||
tmpvar_42 = 1.0;
|
||||
} else {
|
||||
tmpvar_42 = float((dot (texture2D (u_shadowMap0, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_41.z - u_params1.x) / _shadowCoord_41.w)));
|
||||
tmpvar_42 = float((dot (texture2D (u_shadowMap0, tmpvar_43), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_41.z - u_params1.x)
|
||||
/ _shadowCoord_41.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_42);
|
||||
vec4 tmpvar_45;
|
||||
@@ -189,7 +200,7 @@ void main ()
|
||||
tmpvar_45.xy = (vec2(-0.5, 1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_46;
|
||||
_shadowCoord_46 = (v_shadowcoord + tmpvar_45);
|
||||
float tmpvar_47;
|
||||
lowp float tmpvar_47;
|
||||
vec2 tmpvar_48;
|
||||
tmpvar_48 = (_shadowCoord_46.xy / _shadowCoord_46.w);
|
||||
bool tmpvar_49;
|
||||
@@ -201,7 +212,9 @@ void main ()
|
||||
if (tmpvar_49) {
|
||||
tmpvar_47 = 1.0;
|
||||
} else {
|
||||
tmpvar_47 = float((dot (texture2D (u_shadowMap0, tmpvar_48), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_46.z - u_params1.x) / _shadowCoord_46.w)));
|
||||
tmpvar_47 = float((dot (texture2D (u_shadowMap0, tmpvar_48), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_46.z - u_params1.x)
|
||||
/ _shadowCoord_46.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_47);
|
||||
vec4 tmpvar_50;
|
||||
@@ -209,7 +222,7 @@ void main ()
|
||||
tmpvar_50.xy = (vec2(0.5, -1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_51;
|
||||
_shadowCoord_51 = (v_shadowcoord + tmpvar_50);
|
||||
float tmpvar_52;
|
||||
lowp float tmpvar_52;
|
||||
vec2 tmpvar_53;
|
||||
tmpvar_53 = (_shadowCoord_51.xy / _shadowCoord_51.w);
|
||||
bool tmpvar_54;
|
||||
@@ -221,7 +234,9 @@ void main ()
|
||||
if (tmpvar_54) {
|
||||
tmpvar_52 = 1.0;
|
||||
} else {
|
||||
tmpvar_52 = float((dot (texture2D (u_shadowMap0, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_51.z - u_params1.x) / _shadowCoord_51.w)));
|
||||
tmpvar_52 = float((dot (texture2D (u_shadowMap0, tmpvar_53), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_51.z - u_params1.x)
|
||||
/ _shadowCoord_51.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_52);
|
||||
vec4 tmpvar_55;
|
||||
@@ -229,7 +244,7 @@ void main ()
|
||||
tmpvar_55.xy = (vec2(0.5, -0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_56;
|
||||
_shadowCoord_56 = (v_shadowcoord + tmpvar_55);
|
||||
float tmpvar_57;
|
||||
lowp float tmpvar_57;
|
||||
vec2 tmpvar_58;
|
||||
tmpvar_58 = (_shadowCoord_56.xy / _shadowCoord_56.w);
|
||||
bool tmpvar_59;
|
||||
@@ -241,7 +256,9 @@ void main ()
|
||||
if (tmpvar_59) {
|
||||
tmpvar_57 = 1.0;
|
||||
} else {
|
||||
tmpvar_57 = float((dot (texture2D (u_shadowMap0, tmpvar_58), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_56.z - u_params1.x) / _shadowCoord_56.w)));
|
||||
tmpvar_57 = float((dot (texture2D (u_shadowMap0, tmpvar_58), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_56.z - u_params1.x)
|
||||
/ _shadowCoord_56.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_57);
|
||||
vec4 tmpvar_60;
|
||||
@@ -249,7 +266,7 @@ void main ()
|
||||
tmpvar_60.xy = (vec2(0.5, 0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_61;
|
||||
_shadowCoord_61 = (v_shadowcoord + tmpvar_60);
|
||||
float tmpvar_62;
|
||||
lowp float tmpvar_62;
|
||||
vec2 tmpvar_63;
|
||||
tmpvar_63 = (_shadowCoord_61.xy / _shadowCoord_61.w);
|
||||
bool tmpvar_64;
|
||||
@@ -261,7 +278,9 @@ void main ()
|
||||
if (tmpvar_64) {
|
||||
tmpvar_62 = 1.0;
|
||||
} else {
|
||||
tmpvar_62 = float((dot (texture2D (u_shadowMap0, tmpvar_63), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_61.z - u_params1.x) / _shadowCoord_61.w)));
|
||||
tmpvar_62 = float((dot (texture2D (u_shadowMap0, tmpvar_63), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_61.z - u_params1.x)
|
||||
/ _shadowCoord_61.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_62);
|
||||
vec4 tmpvar_65;
|
||||
@@ -269,7 +288,7 @@ void main ()
|
||||
tmpvar_65.xy = (vec2(0.5, 1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_66;
|
||||
_shadowCoord_66 = (v_shadowcoord + tmpvar_65);
|
||||
float tmpvar_67;
|
||||
lowp float tmpvar_67;
|
||||
vec2 tmpvar_68;
|
||||
tmpvar_68 = (_shadowCoord_66.xy / _shadowCoord_66.w);
|
||||
bool tmpvar_69;
|
||||
@@ -281,7 +300,9 @@ void main ()
|
||||
if (tmpvar_69) {
|
||||
tmpvar_67 = 1.0;
|
||||
} else {
|
||||
tmpvar_67 = float((dot (texture2D (u_shadowMap0, tmpvar_68), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_66.z - u_params1.x) / _shadowCoord_66.w)));
|
||||
tmpvar_67 = float((dot (texture2D (u_shadowMap0, tmpvar_68), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_66.z - u_params1.x)
|
||||
/ _shadowCoord_66.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_67);
|
||||
vec4 tmpvar_70;
|
||||
@@ -289,7 +310,7 @@ void main ()
|
||||
tmpvar_70.xy = (vec2(1.5, -1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_71;
|
||||
_shadowCoord_71 = (v_shadowcoord + tmpvar_70);
|
||||
float tmpvar_72;
|
||||
lowp float tmpvar_72;
|
||||
vec2 tmpvar_73;
|
||||
tmpvar_73 = (_shadowCoord_71.xy / _shadowCoord_71.w);
|
||||
bool tmpvar_74;
|
||||
@@ -301,7 +322,9 @@ void main ()
|
||||
if (tmpvar_74) {
|
||||
tmpvar_72 = 1.0;
|
||||
} else {
|
||||
tmpvar_72 = float((dot (texture2D (u_shadowMap0, tmpvar_73), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_71.z - u_params1.x) / _shadowCoord_71.w)));
|
||||
tmpvar_72 = float((dot (texture2D (u_shadowMap0, tmpvar_73), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_71.z - u_params1.x)
|
||||
/ _shadowCoord_71.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_72);
|
||||
vec4 tmpvar_75;
|
||||
@@ -309,7 +332,7 @@ void main ()
|
||||
tmpvar_75.xy = (vec2(1.5, -0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_76;
|
||||
_shadowCoord_76 = (v_shadowcoord + tmpvar_75);
|
||||
float tmpvar_77;
|
||||
lowp float tmpvar_77;
|
||||
vec2 tmpvar_78;
|
||||
tmpvar_78 = (_shadowCoord_76.xy / _shadowCoord_76.w);
|
||||
bool tmpvar_79;
|
||||
@@ -321,7 +344,9 @@ void main ()
|
||||
if (tmpvar_79) {
|
||||
tmpvar_77 = 1.0;
|
||||
} else {
|
||||
tmpvar_77 = float((dot (texture2D (u_shadowMap0, tmpvar_78), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_76.z - u_params1.x) / _shadowCoord_76.w)));
|
||||
tmpvar_77 = float((dot (texture2D (u_shadowMap0, tmpvar_78), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_76.z - u_params1.x)
|
||||
/ _shadowCoord_76.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_77);
|
||||
vec4 tmpvar_80;
|
||||
@@ -329,7 +354,7 @@ void main ()
|
||||
tmpvar_80.xy = (vec2(1.5, 0.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_81;
|
||||
_shadowCoord_81 = (v_shadowcoord + tmpvar_80);
|
||||
float tmpvar_82;
|
||||
lowp float tmpvar_82;
|
||||
vec2 tmpvar_83;
|
||||
tmpvar_83 = (_shadowCoord_81.xy / _shadowCoord_81.w);
|
||||
bool tmpvar_84;
|
||||
@@ -341,7 +366,9 @@ void main ()
|
||||
if (tmpvar_84) {
|
||||
tmpvar_82 = 1.0;
|
||||
} else {
|
||||
tmpvar_82 = float((dot (texture2D (u_shadowMap0, tmpvar_83), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_81.z - u_params1.x) / _shadowCoord_81.w)));
|
||||
tmpvar_82 = float((dot (texture2D (u_shadowMap0, tmpvar_83), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_81.z - u_params1.x)
|
||||
/ _shadowCoord_81.w)));
|
||||
};
|
||||
result_8 = (result_8 + tmpvar_82);
|
||||
vec4 tmpvar_85;
|
||||
@@ -349,7 +376,7 @@ void main ()
|
||||
tmpvar_85.xy = (vec2(1.5, 1.5) * tmpvar_9);
|
||||
vec4 _shadowCoord_86;
|
||||
_shadowCoord_86 = (v_shadowcoord + tmpvar_85);
|
||||
float tmpvar_87;
|
||||
lowp float tmpvar_87;
|
||||
vec2 tmpvar_88;
|
||||
tmpvar_88 = (_shadowCoord_86.xy / _shadowCoord_86.w);
|
||||
bool tmpvar_89;
|
||||
@@ -361,9 +388,11 @@ void main ()
|
||||
if (tmpvar_89) {
|
||||
tmpvar_87 = 1.0;
|
||||
} else {
|
||||
tmpvar_87 = float((dot (texture2D (u_shadowMap0, tmpvar_88), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_86.z - u_params1.x) / _shadowCoord_86.w)));
|
||||
tmpvar_87 = float((dot (texture2D (u_shadowMap0, tmpvar_88), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_86.z - u_params1.x)
|
||||
/ _shadowCoord_86.w)));
|
||||
};
|
||||
float tmpvar_90;
|
||||
lowp float tmpvar_90;
|
||||
tmpvar_90 = (result_8 + tmpvar_87);
|
||||
result_8 = tmpvar_90;
|
||||
tmpvar_7 = (tmpvar_90 / 16.0);
|
||||
@@ -383,18 +412,48 @@ void main ()
|
||||
tmpvar_96 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_97;
|
||||
tmpvar_97 = sqrt(dot (tmpvar_94, tmpvar_94));
|
||||
tmpvar_93 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_97)) + ((u_lightAttenuationSpotOuter.z * tmpvar_97) * tmpvar_97)))) * mix (clamp (((max (0.0, dot (-(tmpvar_95), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_96) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_96)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_93 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_97))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_97) * tmpvar_97)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_95)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_96) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_96))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_98;
|
||||
tmpvar_98 = dot (v_normal, tmpvar_92);
|
||||
vec2 tmpvar_99;
|
||||
tmpvar_99.x = tmpvar_98;
|
||||
tmpvar_99.y = (((float((tmpvar_98 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_98) * v_normal) - tmpvar_92), tmpvar_91)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_99.y = (((
|
||||
float((tmpvar_98 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_98) * v_normal)
|
||||
- tmpvar_92), tmpvar_91)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_100;
|
||||
tmpvar_100 = (max (tmpvar_99, 0.0) * tmpvar_93);
|
||||
float tmpvar_101;
|
||||
tmpvar_101 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_100.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_100.y)) * u_color.xyz) * tmpvar_7))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_101) * tmpvar_101)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_102;
|
||||
tmpvar_102 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_100.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_100.y))
|
||||
* u_color.xyz) * tmpvar_7)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_101) * tmpvar_101))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_102;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,24 +1,21 @@
|
||||
FSHpjH#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_shadowcoord;
|
||||
FSHpjHprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_shadowcoord;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
void main ()
|
||||
{
|
||||
vec2 _texcoord_1;
|
||||
@@ -33,9 +30,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_3 = bool(0);
|
||||
};
|
||||
float tmpvar_5;
|
||||
lowp float tmpvar_5;
|
||||
tmpvar_5 = (float(tmpvar_3) * 0.3);
|
||||
vec3 tmpvar_6;
|
||||
lowp vec3 tmpvar_6;
|
||||
tmpvar_6.x = tmpvar_5;
|
||||
tmpvar_6.y = -(tmpvar_5);
|
||||
tmpvar_6.z = -(tmpvar_5);
|
||||
@@ -43,8 +40,8 @@ void main ()
|
||||
tmpvar_7.w = 1.0;
|
||||
tmpvar_7.xy = (v_shadowcoord.xy / v_shadowcoord.w);
|
||||
tmpvar_7.z = v_shadowcoord.z;
|
||||
float tmpvar_8;
|
||||
float result_9;
|
||||
lowp float tmpvar_8;
|
||||
lowp float result_9;
|
||||
result_9 = 0.0;
|
||||
vec2 tmpvar_10;
|
||||
tmpvar_10 = (u_smSamplingParams.zw * u_params2.zz);
|
||||
@@ -53,7 +50,7 @@ void main ()
|
||||
tmpvar_11.xy = (vec2(-1.5, -1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_12;
|
||||
_shadowCoord_12 = (tmpvar_7 + tmpvar_11);
|
||||
float tmpvar_13;
|
||||
lowp float tmpvar_13;
|
||||
vec2 tmpvar_14;
|
||||
tmpvar_14 = (_shadowCoord_12.xy / _shadowCoord_12.w);
|
||||
bool tmpvar_15;
|
||||
@@ -65,7 +62,9 @@ void main ()
|
||||
if (tmpvar_15) {
|
||||
tmpvar_13 = 1.0;
|
||||
} else {
|
||||
tmpvar_13 = float((dot (texture2D (u_shadowMap0, tmpvar_14), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_12.z - u_params1.x) / _shadowCoord_12.w)));
|
||||
tmpvar_13 = float((dot (texture2D (u_shadowMap0, tmpvar_14), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_12.z - u_params1.x)
|
||||
/ _shadowCoord_12.w)));
|
||||
};
|
||||
result_9 = tmpvar_13;
|
||||
vec4 tmpvar_16;
|
||||
@@ -73,7 +72,7 @@ void main ()
|
||||
tmpvar_16.xy = (vec2(-1.5, -0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_17;
|
||||
_shadowCoord_17 = (tmpvar_7 + tmpvar_16);
|
||||
float tmpvar_18;
|
||||
lowp float tmpvar_18;
|
||||
vec2 tmpvar_19;
|
||||
tmpvar_19 = (_shadowCoord_17.xy / _shadowCoord_17.w);
|
||||
bool tmpvar_20;
|
||||
@@ -85,7 +84,9 @@ void main ()
|
||||
if (tmpvar_20) {
|
||||
tmpvar_18 = 1.0;
|
||||
} else {
|
||||
tmpvar_18 = float((dot (texture2D (u_shadowMap0, tmpvar_19), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_17.z - u_params1.x) / _shadowCoord_17.w)));
|
||||
tmpvar_18 = float((dot (texture2D (u_shadowMap0, tmpvar_19), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_17.z - u_params1.x)
|
||||
/ _shadowCoord_17.w)));
|
||||
};
|
||||
result_9 = (tmpvar_13 + tmpvar_18);
|
||||
vec4 tmpvar_21;
|
||||
@@ -93,7 +94,7 @@ void main ()
|
||||
tmpvar_21.xy = (vec2(-1.5, 0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_22;
|
||||
_shadowCoord_22 = (tmpvar_7 + tmpvar_21);
|
||||
float tmpvar_23;
|
||||
lowp float tmpvar_23;
|
||||
vec2 tmpvar_24;
|
||||
tmpvar_24 = (_shadowCoord_22.xy / _shadowCoord_22.w);
|
||||
bool tmpvar_25;
|
||||
@@ -105,7 +106,9 @@ void main ()
|
||||
if (tmpvar_25) {
|
||||
tmpvar_23 = 1.0;
|
||||
} else {
|
||||
tmpvar_23 = float((dot (texture2D (u_shadowMap0, tmpvar_24), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_22.z - u_params1.x) / _shadowCoord_22.w)));
|
||||
tmpvar_23 = float((dot (texture2D (u_shadowMap0, tmpvar_24), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_22.z - u_params1.x)
|
||||
/ _shadowCoord_22.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_23);
|
||||
vec4 tmpvar_26;
|
||||
@@ -113,7 +116,7 @@ void main ()
|
||||
tmpvar_26.xy = (vec2(-1.5, 1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_27;
|
||||
_shadowCoord_27 = (tmpvar_7 + tmpvar_26);
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
vec2 tmpvar_29;
|
||||
tmpvar_29 = (_shadowCoord_27.xy / _shadowCoord_27.w);
|
||||
bool tmpvar_30;
|
||||
@@ -125,7 +128,9 @@ void main ()
|
||||
if (tmpvar_30) {
|
||||
tmpvar_28 = 1.0;
|
||||
} else {
|
||||
tmpvar_28 = float((dot (texture2D (u_shadowMap0, tmpvar_29), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_27.z - u_params1.x) / _shadowCoord_27.w)));
|
||||
tmpvar_28 = float((dot (texture2D (u_shadowMap0, tmpvar_29), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_27.z - u_params1.x)
|
||||
/ _shadowCoord_27.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_28);
|
||||
vec4 tmpvar_31;
|
||||
@@ -133,7 +138,7 @@ void main ()
|
||||
tmpvar_31.xy = (vec2(-0.5, -1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_32;
|
||||
_shadowCoord_32 = (tmpvar_7 + tmpvar_31);
|
||||
float tmpvar_33;
|
||||
lowp float tmpvar_33;
|
||||
vec2 tmpvar_34;
|
||||
tmpvar_34 = (_shadowCoord_32.xy / _shadowCoord_32.w);
|
||||
bool tmpvar_35;
|
||||
@@ -145,7 +150,9 @@ void main ()
|
||||
if (tmpvar_35) {
|
||||
tmpvar_33 = 1.0;
|
||||
} else {
|
||||
tmpvar_33 = float((dot (texture2D (u_shadowMap0, tmpvar_34), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_32.z - u_params1.x) / _shadowCoord_32.w)));
|
||||
tmpvar_33 = float((dot (texture2D (u_shadowMap0, tmpvar_34), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_32.z - u_params1.x)
|
||||
/ _shadowCoord_32.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_33);
|
||||
vec4 tmpvar_36;
|
||||
@@ -153,7 +160,7 @@ void main ()
|
||||
tmpvar_36.xy = (vec2(-0.5, -0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_37;
|
||||
_shadowCoord_37 = (tmpvar_7 + tmpvar_36);
|
||||
float tmpvar_38;
|
||||
lowp float tmpvar_38;
|
||||
vec2 tmpvar_39;
|
||||
tmpvar_39 = (_shadowCoord_37.xy / _shadowCoord_37.w);
|
||||
bool tmpvar_40;
|
||||
@@ -165,7 +172,9 @@ void main ()
|
||||
if (tmpvar_40) {
|
||||
tmpvar_38 = 1.0;
|
||||
} else {
|
||||
tmpvar_38 = float((dot (texture2D (u_shadowMap0, tmpvar_39), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_37.z - u_params1.x) / _shadowCoord_37.w)));
|
||||
tmpvar_38 = float((dot (texture2D (u_shadowMap0, tmpvar_39), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_37.z - u_params1.x)
|
||||
/ _shadowCoord_37.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_38);
|
||||
vec4 tmpvar_41;
|
||||
@@ -173,7 +182,7 @@ void main ()
|
||||
tmpvar_41.xy = (vec2(-0.5, 0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_42;
|
||||
_shadowCoord_42 = (tmpvar_7 + tmpvar_41);
|
||||
float tmpvar_43;
|
||||
lowp float tmpvar_43;
|
||||
vec2 tmpvar_44;
|
||||
tmpvar_44 = (_shadowCoord_42.xy / _shadowCoord_42.w);
|
||||
bool tmpvar_45;
|
||||
@@ -185,7 +194,9 @@ void main ()
|
||||
if (tmpvar_45) {
|
||||
tmpvar_43 = 1.0;
|
||||
} else {
|
||||
tmpvar_43 = float((dot (texture2D (u_shadowMap0, tmpvar_44), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_42.z - u_params1.x) / _shadowCoord_42.w)));
|
||||
tmpvar_43 = float((dot (texture2D (u_shadowMap0, tmpvar_44), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_42.z - u_params1.x)
|
||||
/ _shadowCoord_42.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_43);
|
||||
vec4 tmpvar_46;
|
||||
@@ -193,7 +204,7 @@ void main ()
|
||||
tmpvar_46.xy = (vec2(-0.5, 1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_47;
|
||||
_shadowCoord_47 = (tmpvar_7 + tmpvar_46);
|
||||
float tmpvar_48;
|
||||
lowp float tmpvar_48;
|
||||
vec2 tmpvar_49;
|
||||
tmpvar_49 = (_shadowCoord_47.xy / _shadowCoord_47.w);
|
||||
bool tmpvar_50;
|
||||
@@ -205,7 +216,9 @@ void main ()
|
||||
if (tmpvar_50) {
|
||||
tmpvar_48 = 1.0;
|
||||
} else {
|
||||
tmpvar_48 = float((dot (texture2D (u_shadowMap0, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_47.z - u_params1.x) / _shadowCoord_47.w)));
|
||||
tmpvar_48 = float((dot (texture2D (u_shadowMap0, tmpvar_49), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_47.z - u_params1.x)
|
||||
/ _shadowCoord_47.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_48);
|
||||
vec4 tmpvar_51;
|
||||
@@ -213,7 +226,7 @@ void main ()
|
||||
tmpvar_51.xy = (vec2(0.5, -1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_52;
|
||||
_shadowCoord_52 = (tmpvar_7 + tmpvar_51);
|
||||
float tmpvar_53;
|
||||
lowp float tmpvar_53;
|
||||
vec2 tmpvar_54;
|
||||
tmpvar_54 = (_shadowCoord_52.xy / _shadowCoord_52.w);
|
||||
bool tmpvar_55;
|
||||
@@ -225,7 +238,9 @@ void main ()
|
||||
if (tmpvar_55) {
|
||||
tmpvar_53 = 1.0;
|
||||
} else {
|
||||
tmpvar_53 = float((dot (texture2D (u_shadowMap0, tmpvar_54), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_52.z - u_params1.x) / _shadowCoord_52.w)));
|
||||
tmpvar_53 = float((dot (texture2D (u_shadowMap0, tmpvar_54), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_52.z - u_params1.x)
|
||||
/ _shadowCoord_52.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_53);
|
||||
vec4 tmpvar_56;
|
||||
@@ -233,7 +248,7 @@ void main ()
|
||||
tmpvar_56.xy = (vec2(0.5, -0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_57;
|
||||
_shadowCoord_57 = (tmpvar_7 + tmpvar_56);
|
||||
float tmpvar_58;
|
||||
lowp float tmpvar_58;
|
||||
vec2 tmpvar_59;
|
||||
tmpvar_59 = (_shadowCoord_57.xy / _shadowCoord_57.w);
|
||||
bool tmpvar_60;
|
||||
@@ -245,7 +260,9 @@ void main ()
|
||||
if (tmpvar_60) {
|
||||
tmpvar_58 = 1.0;
|
||||
} else {
|
||||
tmpvar_58 = float((dot (texture2D (u_shadowMap0, tmpvar_59), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_57.z - u_params1.x) / _shadowCoord_57.w)));
|
||||
tmpvar_58 = float((dot (texture2D (u_shadowMap0, tmpvar_59), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_57.z - u_params1.x)
|
||||
/ _shadowCoord_57.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_58);
|
||||
vec4 tmpvar_61;
|
||||
@@ -253,7 +270,7 @@ void main ()
|
||||
tmpvar_61.xy = (vec2(0.5, 0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_62;
|
||||
_shadowCoord_62 = (tmpvar_7 + tmpvar_61);
|
||||
float tmpvar_63;
|
||||
lowp float tmpvar_63;
|
||||
vec2 tmpvar_64;
|
||||
tmpvar_64 = (_shadowCoord_62.xy / _shadowCoord_62.w);
|
||||
bool tmpvar_65;
|
||||
@@ -265,7 +282,9 @@ void main ()
|
||||
if (tmpvar_65) {
|
||||
tmpvar_63 = 1.0;
|
||||
} else {
|
||||
tmpvar_63 = float((dot (texture2D (u_shadowMap0, tmpvar_64), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_62.z - u_params1.x) / _shadowCoord_62.w)));
|
||||
tmpvar_63 = float((dot (texture2D (u_shadowMap0, tmpvar_64), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_62.z - u_params1.x)
|
||||
/ _shadowCoord_62.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_63);
|
||||
vec4 tmpvar_66;
|
||||
@@ -273,7 +292,7 @@ void main ()
|
||||
tmpvar_66.xy = (vec2(0.5, 1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_67;
|
||||
_shadowCoord_67 = (tmpvar_7 + tmpvar_66);
|
||||
float tmpvar_68;
|
||||
lowp float tmpvar_68;
|
||||
vec2 tmpvar_69;
|
||||
tmpvar_69 = (_shadowCoord_67.xy / _shadowCoord_67.w);
|
||||
bool tmpvar_70;
|
||||
@@ -285,7 +304,9 @@ void main ()
|
||||
if (tmpvar_70) {
|
||||
tmpvar_68 = 1.0;
|
||||
} else {
|
||||
tmpvar_68 = float((dot (texture2D (u_shadowMap0, tmpvar_69), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_67.z - u_params1.x) / _shadowCoord_67.w)));
|
||||
tmpvar_68 = float((dot (texture2D (u_shadowMap0, tmpvar_69), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_67.z - u_params1.x)
|
||||
/ _shadowCoord_67.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_68);
|
||||
vec4 tmpvar_71;
|
||||
@@ -293,7 +314,7 @@ void main ()
|
||||
tmpvar_71.xy = (vec2(1.5, -1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_72;
|
||||
_shadowCoord_72 = (tmpvar_7 + tmpvar_71);
|
||||
float tmpvar_73;
|
||||
lowp float tmpvar_73;
|
||||
vec2 tmpvar_74;
|
||||
tmpvar_74 = (_shadowCoord_72.xy / _shadowCoord_72.w);
|
||||
bool tmpvar_75;
|
||||
@@ -305,7 +326,9 @@ void main ()
|
||||
if (tmpvar_75) {
|
||||
tmpvar_73 = 1.0;
|
||||
} else {
|
||||
tmpvar_73 = float((dot (texture2D (u_shadowMap0, tmpvar_74), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_72.z - u_params1.x) / _shadowCoord_72.w)));
|
||||
tmpvar_73 = float((dot (texture2D (u_shadowMap0, tmpvar_74), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_72.z - u_params1.x)
|
||||
/ _shadowCoord_72.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_73);
|
||||
vec4 tmpvar_76;
|
||||
@@ -313,7 +336,7 @@ void main ()
|
||||
tmpvar_76.xy = (vec2(1.5, -0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_77;
|
||||
_shadowCoord_77 = (tmpvar_7 + tmpvar_76);
|
||||
float tmpvar_78;
|
||||
lowp float tmpvar_78;
|
||||
vec2 tmpvar_79;
|
||||
tmpvar_79 = (_shadowCoord_77.xy / _shadowCoord_77.w);
|
||||
bool tmpvar_80;
|
||||
@@ -325,7 +348,9 @@ void main ()
|
||||
if (tmpvar_80) {
|
||||
tmpvar_78 = 1.0;
|
||||
} else {
|
||||
tmpvar_78 = float((dot (texture2D (u_shadowMap0, tmpvar_79), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_77.z - u_params1.x) / _shadowCoord_77.w)));
|
||||
tmpvar_78 = float((dot (texture2D (u_shadowMap0, tmpvar_79), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_77.z - u_params1.x)
|
||||
/ _shadowCoord_77.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_78);
|
||||
vec4 tmpvar_81;
|
||||
@@ -333,7 +358,7 @@ void main ()
|
||||
tmpvar_81.xy = (vec2(1.5, 0.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_82;
|
||||
_shadowCoord_82 = (tmpvar_7 + tmpvar_81);
|
||||
float tmpvar_83;
|
||||
lowp float tmpvar_83;
|
||||
vec2 tmpvar_84;
|
||||
tmpvar_84 = (_shadowCoord_82.xy / _shadowCoord_82.w);
|
||||
bool tmpvar_85;
|
||||
@@ -345,7 +370,9 @@ void main ()
|
||||
if (tmpvar_85) {
|
||||
tmpvar_83 = 1.0;
|
||||
} else {
|
||||
tmpvar_83 = float((dot (texture2D (u_shadowMap0, tmpvar_84), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_82.z - u_params1.x) / _shadowCoord_82.w)));
|
||||
tmpvar_83 = float((dot (texture2D (u_shadowMap0, tmpvar_84), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_82.z - u_params1.x)
|
||||
/ _shadowCoord_82.w)));
|
||||
};
|
||||
result_9 = (result_9 + tmpvar_83);
|
||||
vec4 tmpvar_86;
|
||||
@@ -353,7 +380,7 @@ void main ()
|
||||
tmpvar_86.xy = (vec2(1.5, 1.5) * tmpvar_10);
|
||||
vec4 _shadowCoord_87;
|
||||
_shadowCoord_87 = (tmpvar_7 + tmpvar_86);
|
||||
float tmpvar_88;
|
||||
lowp float tmpvar_88;
|
||||
vec2 tmpvar_89;
|
||||
tmpvar_89 = (_shadowCoord_87.xy / _shadowCoord_87.w);
|
||||
bool tmpvar_90;
|
||||
@@ -365,9 +392,11 @@ void main ()
|
||||
if (tmpvar_90) {
|
||||
tmpvar_88 = 1.0;
|
||||
} else {
|
||||
tmpvar_88 = float((dot (texture2D (u_shadowMap0, tmpvar_89), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_87.z - u_params1.x) / _shadowCoord_87.w)));
|
||||
tmpvar_88 = float((dot (texture2D (u_shadowMap0, tmpvar_89), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_87.z - u_params1.x)
|
||||
/ _shadowCoord_87.w)));
|
||||
};
|
||||
float tmpvar_91;
|
||||
lowp float tmpvar_91;
|
||||
tmpvar_91 = (result_9 + tmpvar_88);
|
||||
result_9 = tmpvar_91;
|
||||
tmpvar_8 = (tmpvar_91 / 16.0);
|
||||
@@ -387,18 +416,48 @@ void main ()
|
||||
tmpvar_97 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_98;
|
||||
tmpvar_98 = sqrt(dot (tmpvar_95, tmpvar_95));
|
||||
tmpvar_94 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_98)) + ((u_lightAttenuationSpotOuter.z * tmpvar_98) * tmpvar_98)))) * mix (clamp (((max (0.0, dot (-(tmpvar_96), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_97) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_97)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_94 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_98))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_98) * tmpvar_98)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_96)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_97) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_97))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_99;
|
||||
tmpvar_99 = dot (v_normal, tmpvar_93);
|
||||
vec2 tmpvar_100;
|
||||
tmpvar_100.x = tmpvar_99;
|
||||
tmpvar_100.y = (((float((tmpvar_99 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_99) * v_normal) - tmpvar_93), tmpvar_92)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_100.y = (((
|
||||
float((tmpvar_99 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_99) * v_normal)
|
||||
- tmpvar_93), tmpvar_92)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_101;
|
||||
tmpvar_101 = (max (tmpvar_100, 0.0) * tmpvar_94);
|
||||
float tmpvar_102;
|
||||
tmpvar_102 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_101.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_101.y)) * u_color.xyz) * tmpvar_8))), vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_102) * tmpvar_102)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_103;
|
||||
tmpvar_103 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_101.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_101.y))
|
||||
* u_color.xyz) * tmpvar_8)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (tmpvar_6 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_102) * tmpvar_102))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_103;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,37 +1,34 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec3 u_tetraNormalRed;
|
||||
uniform vec3 u_tetraNormalBlue;
|
||||
uniform vec3 u_tetraNormalYellow;
|
||||
uniform vec3 u_tetraNormalGreen;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_position;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_position;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform vec3 u_tetraNormalGreen;
|
||||
uniform vec3 u_tetraNormalYellow;
|
||||
uniform vec3 u_tetraNormalBlue;
|
||||
uniform vec3 u_tetraNormalRed;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
void main ()
|
||||
{
|
||||
vec4 shadowcoord_1;
|
||||
vec4 faceSelection_2;
|
||||
vec3 colorCoverage_3;
|
||||
lowp vec3 colorCoverage_3;
|
||||
vec2 tmpvar_4;
|
||||
tmpvar_4 = vec2((u_params2.z / 4.0));
|
||||
faceSelection_2.x = dot (u_tetraNormalGreen, v_position.xyz);
|
||||
@@ -54,9 +51,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_8 = bool(0);
|
||||
};
|
||||
float tmpvar_10;
|
||||
lowp float tmpvar_10;
|
||||
tmpvar_10 = (float(tmpvar_8) * 0.3);
|
||||
vec3 tmpvar_11;
|
||||
lowp vec3 tmpvar_11;
|
||||
tmpvar_11.x = -(tmpvar_10);
|
||||
tmpvar_11.y = tmpvar_10;
|
||||
tmpvar_11.z = -(tmpvar_10);
|
||||
@@ -76,9 +73,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_14 = bool(0);
|
||||
};
|
||||
float tmpvar_16;
|
||||
lowp float tmpvar_16;
|
||||
tmpvar_16 = (float(tmpvar_14) * 0.3);
|
||||
vec3 tmpvar_17;
|
||||
lowp vec3 tmpvar_17;
|
||||
tmpvar_17.x = tmpvar_16;
|
||||
tmpvar_17.y = tmpvar_16;
|
||||
tmpvar_17.z = -(tmpvar_16);
|
||||
@@ -98,9 +95,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_20 = bool(0);
|
||||
};
|
||||
float tmpvar_22;
|
||||
lowp float tmpvar_22;
|
||||
tmpvar_22 = (float(tmpvar_20) * 0.3);
|
||||
vec3 tmpvar_23;
|
||||
lowp vec3 tmpvar_23;
|
||||
tmpvar_23.x = -(tmpvar_22);
|
||||
tmpvar_23.y = -(tmpvar_22);
|
||||
tmpvar_23.z = tmpvar_22;
|
||||
@@ -119,9 +116,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_26 = bool(0);
|
||||
};
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
tmpvar_28 = (float(tmpvar_26) * 0.3);
|
||||
vec3 tmpvar_29;
|
||||
lowp vec3 tmpvar_29;
|
||||
tmpvar_29.x = tmpvar_28;
|
||||
tmpvar_29.y = -(tmpvar_28);
|
||||
tmpvar_29.z = -(tmpvar_28);
|
||||
@@ -133,8 +130,8 @@ void main ()
|
||||
tmpvar_30.w = 1.0;
|
||||
tmpvar_30.xy = (shadowcoord_1.xy / shadowcoord_1.w);
|
||||
tmpvar_30.z = shadowcoord_1.z;
|
||||
float tmpvar_31;
|
||||
float result_32;
|
||||
lowp float tmpvar_31;
|
||||
lowp float result_32;
|
||||
result_32 = 0.0;
|
||||
vec2 tmpvar_33;
|
||||
tmpvar_33 = (u_smSamplingParams.zw * tmpvar_4);
|
||||
@@ -143,7 +140,7 @@ void main ()
|
||||
tmpvar_34.xy = (vec2(-1.5, -1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_35;
|
||||
_shadowCoord_35 = (tmpvar_30 + tmpvar_34);
|
||||
float tmpvar_36;
|
||||
lowp float tmpvar_36;
|
||||
vec2 tmpvar_37;
|
||||
tmpvar_37 = (_shadowCoord_35.xy / _shadowCoord_35.w);
|
||||
bool tmpvar_38;
|
||||
@@ -155,7 +152,9 @@ void main ()
|
||||
if (tmpvar_38) {
|
||||
tmpvar_36 = 1.0;
|
||||
} else {
|
||||
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_35.z - u_params1.x) / _shadowCoord_35.w)));
|
||||
tmpvar_36 = float((dot (texture2D (u_shadowMap0, tmpvar_37), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_35.z - u_params1.x)
|
||||
/ _shadowCoord_35.w)));
|
||||
};
|
||||
result_32 = tmpvar_36;
|
||||
vec4 tmpvar_39;
|
||||
@@ -163,7 +162,7 @@ void main ()
|
||||
tmpvar_39.xy = (vec2(-1.5, -0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_40;
|
||||
_shadowCoord_40 = (tmpvar_30 + tmpvar_39);
|
||||
float tmpvar_41;
|
||||
lowp float tmpvar_41;
|
||||
vec2 tmpvar_42;
|
||||
tmpvar_42 = (_shadowCoord_40.xy / _shadowCoord_40.w);
|
||||
bool tmpvar_43;
|
||||
@@ -175,7 +174,9 @@ void main ()
|
||||
if (tmpvar_43) {
|
||||
tmpvar_41 = 1.0;
|
||||
} else {
|
||||
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_40.z - u_params1.x) / _shadowCoord_40.w)));
|
||||
tmpvar_41 = float((dot (texture2D (u_shadowMap0, tmpvar_42), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_40.z - u_params1.x)
|
||||
/ _shadowCoord_40.w)));
|
||||
};
|
||||
result_32 = (tmpvar_36 + tmpvar_41);
|
||||
vec4 tmpvar_44;
|
||||
@@ -183,7 +184,7 @@ void main ()
|
||||
tmpvar_44.xy = (vec2(-1.5, 0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_45;
|
||||
_shadowCoord_45 = (tmpvar_30 + tmpvar_44);
|
||||
float tmpvar_46;
|
||||
lowp float tmpvar_46;
|
||||
vec2 tmpvar_47;
|
||||
tmpvar_47 = (_shadowCoord_45.xy / _shadowCoord_45.w);
|
||||
bool tmpvar_48;
|
||||
@@ -195,7 +196,9 @@ void main ()
|
||||
if (tmpvar_48) {
|
||||
tmpvar_46 = 1.0;
|
||||
} else {
|
||||
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_45.z - u_params1.x) / _shadowCoord_45.w)));
|
||||
tmpvar_46 = float((dot (texture2D (u_shadowMap0, tmpvar_47), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_45.z - u_params1.x)
|
||||
/ _shadowCoord_45.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_46);
|
||||
vec4 tmpvar_49;
|
||||
@@ -203,7 +206,7 @@ void main ()
|
||||
tmpvar_49.xy = (vec2(-1.5, 1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_50;
|
||||
_shadowCoord_50 = (tmpvar_30 + tmpvar_49);
|
||||
float tmpvar_51;
|
||||
lowp float tmpvar_51;
|
||||
vec2 tmpvar_52;
|
||||
tmpvar_52 = (_shadowCoord_50.xy / _shadowCoord_50.w);
|
||||
bool tmpvar_53;
|
||||
@@ -215,7 +218,9 @@ void main ()
|
||||
if (tmpvar_53) {
|
||||
tmpvar_51 = 1.0;
|
||||
} else {
|
||||
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_50.z - u_params1.x) / _shadowCoord_50.w)));
|
||||
tmpvar_51 = float((dot (texture2D (u_shadowMap0, tmpvar_52), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_50.z - u_params1.x)
|
||||
/ _shadowCoord_50.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_51);
|
||||
vec4 tmpvar_54;
|
||||
@@ -223,7 +228,7 @@ void main ()
|
||||
tmpvar_54.xy = (vec2(-0.5, -1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_55;
|
||||
_shadowCoord_55 = (tmpvar_30 + tmpvar_54);
|
||||
float tmpvar_56;
|
||||
lowp float tmpvar_56;
|
||||
vec2 tmpvar_57;
|
||||
tmpvar_57 = (_shadowCoord_55.xy / _shadowCoord_55.w);
|
||||
bool tmpvar_58;
|
||||
@@ -235,7 +240,9 @@ void main ()
|
||||
if (tmpvar_58) {
|
||||
tmpvar_56 = 1.0;
|
||||
} else {
|
||||
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_55.z - u_params1.x) / _shadowCoord_55.w)));
|
||||
tmpvar_56 = float((dot (texture2D (u_shadowMap0, tmpvar_57), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_55.z - u_params1.x)
|
||||
/ _shadowCoord_55.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_56);
|
||||
vec4 tmpvar_59;
|
||||
@@ -243,7 +250,7 @@ void main ()
|
||||
tmpvar_59.xy = (vec2(-0.5, -0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_60;
|
||||
_shadowCoord_60 = (tmpvar_30 + tmpvar_59);
|
||||
float tmpvar_61;
|
||||
lowp float tmpvar_61;
|
||||
vec2 tmpvar_62;
|
||||
tmpvar_62 = (_shadowCoord_60.xy / _shadowCoord_60.w);
|
||||
bool tmpvar_63;
|
||||
@@ -255,7 +262,9 @@ void main ()
|
||||
if (tmpvar_63) {
|
||||
tmpvar_61 = 1.0;
|
||||
} else {
|
||||
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_60.z - u_params1.x) / _shadowCoord_60.w)));
|
||||
tmpvar_61 = float((dot (texture2D (u_shadowMap0, tmpvar_62), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_60.z - u_params1.x)
|
||||
/ _shadowCoord_60.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_61);
|
||||
vec4 tmpvar_64;
|
||||
@@ -263,7 +272,7 @@ void main ()
|
||||
tmpvar_64.xy = (vec2(-0.5, 0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_65;
|
||||
_shadowCoord_65 = (tmpvar_30 + tmpvar_64);
|
||||
float tmpvar_66;
|
||||
lowp float tmpvar_66;
|
||||
vec2 tmpvar_67;
|
||||
tmpvar_67 = (_shadowCoord_65.xy / _shadowCoord_65.w);
|
||||
bool tmpvar_68;
|
||||
@@ -275,7 +284,9 @@ void main ()
|
||||
if (tmpvar_68) {
|
||||
tmpvar_66 = 1.0;
|
||||
} else {
|
||||
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_65.z - u_params1.x) / _shadowCoord_65.w)));
|
||||
tmpvar_66 = float((dot (texture2D (u_shadowMap0, tmpvar_67), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_65.z - u_params1.x)
|
||||
/ _shadowCoord_65.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_66);
|
||||
vec4 tmpvar_69;
|
||||
@@ -283,7 +294,7 @@ void main ()
|
||||
tmpvar_69.xy = (vec2(-0.5, 1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_70;
|
||||
_shadowCoord_70 = (tmpvar_30 + tmpvar_69);
|
||||
float tmpvar_71;
|
||||
lowp float tmpvar_71;
|
||||
vec2 tmpvar_72;
|
||||
tmpvar_72 = (_shadowCoord_70.xy / _shadowCoord_70.w);
|
||||
bool tmpvar_73;
|
||||
@@ -295,7 +306,9 @@ void main ()
|
||||
if (tmpvar_73) {
|
||||
tmpvar_71 = 1.0;
|
||||
} else {
|
||||
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_70.z - u_params1.x) / _shadowCoord_70.w)));
|
||||
tmpvar_71 = float((dot (texture2D (u_shadowMap0, tmpvar_72), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_70.z - u_params1.x)
|
||||
/ _shadowCoord_70.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_71);
|
||||
vec4 tmpvar_74;
|
||||
@@ -303,7 +316,7 @@ void main ()
|
||||
tmpvar_74.xy = (vec2(0.5, -1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_75;
|
||||
_shadowCoord_75 = (tmpvar_30 + tmpvar_74);
|
||||
float tmpvar_76;
|
||||
lowp float tmpvar_76;
|
||||
vec2 tmpvar_77;
|
||||
tmpvar_77 = (_shadowCoord_75.xy / _shadowCoord_75.w);
|
||||
bool tmpvar_78;
|
||||
@@ -315,7 +328,9 @@ void main ()
|
||||
if (tmpvar_78) {
|
||||
tmpvar_76 = 1.0;
|
||||
} else {
|
||||
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_75.z - u_params1.x) / _shadowCoord_75.w)));
|
||||
tmpvar_76 = float((dot (texture2D (u_shadowMap0, tmpvar_77), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_75.z - u_params1.x)
|
||||
/ _shadowCoord_75.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_76);
|
||||
vec4 tmpvar_79;
|
||||
@@ -323,7 +338,7 @@ void main ()
|
||||
tmpvar_79.xy = (vec2(0.5, -0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_80;
|
||||
_shadowCoord_80 = (tmpvar_30 + tmpvar_79);
|
||||
float tmpvar_81;
|
||||
lowp float tmpvar_81;
|
||||
vec2 tmpvar_82;
|
||||
tmpvar_82 = (_shadowCoord_80.xy / _shadowCoord_80.w);
|
||||
bool tmpvar_83;
|
||||
@@ -335,7 +350,9 @@ void main ()
|
||||
if (tmpvar_83) {
|
||||
tmpvar_81 = 1.0;
|
||||
} else {
|
||||
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_80.z - u_params1.x) / _shadowCoord_80.w)));
|
||||
tmpvar_81 = float((dot (texture2D (u_shadowMap0, tmpvar_82), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_80.z - u_params1.x)
|
||||
/ _shadowCoord_80.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_81);
|
||||
vec4 tmpvar_84;
|
||||
@@ -343,7 +360,7 @@ void main ()
|
||||
tmpvar_84.xy = (vec2(0.5, 0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_85;
|
||||
_shadowCoord_85 = (tmpvar_30 + tmpvar_84);
|
||||
float tmpvar_86;
|
||||
lowp float tmpvar_86;
|
||||
vec2 tmpvar_87;
|
||||
tmpvar_87 = (_shadowCoord_85.xy / _shadowCoord_85.w);
|
||||
bool tmpvar_88;
|
||||
@@ -355,7 +372,9 @@ void main ()
|
||||
if (tmpvar_88) {
|
||||
tmpvar_86 = 1.0;
|
||||
} else {
|
||||
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_85.z - u_params1.x) / _shadowCoord_85.w)));
|
||||
tmpvar_86 = float((dot (texture2D (u_shadowMap0, tmpvar_87), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_85.z - u_params1.x)
|
||||
/ _shadowCoord_85.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_86);
|
||||
vec4 tmpvar_89;
|
||||
@@ -363,7 +382,7 @@ void main ()
|
||||
tmpvar_89.xy = (vec2(0.5, 1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_90;
|
||||
_shadowCoord_90 = (tmpvar_30 + tmpvar_89);
|
||||
float tmpvar_91;
|
||||
lowp float tmpvar_91;
|
||||
vec2 tmpvar_92;
|
||||
tmpvar_92 = (_shadowCoord_90.xy / _shadowCoord_90.w);
|
||||
bool tmpvar_93;
|
||||
@@ -375,7 +394,9 @@ void main ()
|
||||
if (tmpvar_93) {
|
||||
tmpvar_91 = 1.0;
|
||||
} else {
|
||||
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_90.z - u_params1.x) / _shadowCoord_90.w)));
|
||||
tmpvar_91 = float((dot (texture2D (u_shadowMap0, tmpvar_92), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_90.z - u_params1.x)
|
||||
/ _shadowCoord_90.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_91);
|
||||
vec4 tmpvar_94;
|
||||
@@ -383,7 +404,7 @@ void main ()
|
||||
tmpvar_94.xy = (vec2(1.5, -1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_95;
|
||||
_shadowCoord_95 = (tmpvar_30 + tmpvar_94);
|
||||
float tmpvar_96;
|
||||
lowp float tmpvar_96;
|
||||
vec2 tmpvar_97;
|
||||
tmpvar_97 = (_shadowCoord_95.xy / _shadowCoord_95.w);
|
||||
bool tmpvar_98;
|
||||
@@ -395,7 +416,9 @@ void main ()
|
||||
if (tmpvar_98) {
|
||||
tmpvar_96 = 1.0;
|
||||
} else {
|
||||
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_95.z - u_params1.x) / _shadowCoord_95.w)));
|
||||
tmpvar_96 = float((dot (texture2D (u_shadowMap0, tmpvar_97), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_95.z - u_params1.x)
|
||||
/ _shadowCoord_95.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_96);
|
||||
vec4 tmpvar_99;
|
||||
@@ -403,7 +426,7 @@ void main ()
|
||||
tmpvar_99.xy = (vec2(1.5, -0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_100;
|
||||
_shadowCoord_100 = (tmpvar_30 + tmpvar_99);
|
||||
float tmpvar_101;
|
||||
lowp float tmpvar_101;
|
||||
vec2 tmpvar_102;
|
||||
tmpvar_102 = (_shadowCoord_100.xy / _shadowCoord_100.w);
|
||||
bool tmpvar_103;
|
||||
@@ -415,7 +438,9 @@ void main ()
|
||||
if (tmpvar_103) {
|
||||
tmpvar_101 = 1.0;
|
||||
} else {
|
||||
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_100.z - u_params1.x) / _shadowCoord_100.w)));
|
||||
tmpvar_101 = float((dot (texture2D (u_shadowMap0, tmpvar_102), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_100.z - u_params1.x)
|
||||
/ _shadowCoord_100.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_101);
|
||||
vec4 tmpvar_104;
|
||||
@@ -423,7 +448,7 @@ void main ()
|
||||
tmpvar_104.xy = (vec2(1.5, 0.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_105;
|
||||
_shadowCoord_105 = (tmpvar_30 + tmpvar_104);
|
||||
float tmpvar_106;
|
||||
lowp float tmpvar_106;
|
||||
vec2 tmpvar_107;
|
||||
tmpvar_107 = (_shadowCoord_105.xy / _shadowCoord_105.w);
|
||||
bool tmpvar_108;
|
||||
@@ -435,7 +460,9 @@ void main ()
|
||||
if (tmpvar_108) {
|
||||
tmpvar_106 = 1.0;
|
||||
} else {
|
||||
tmpvar_106 = float((dot (texture2D (u_shadowMap0, tmpvar_107), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_105.z - u_params1.x) / _shadowCoord_105.w)));
|
||||
tmpvar_106 = float((dot (texture2D (u_shadowMap0, tmpvar_107), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_105.z - u_params1.x)
|
||||
/ _shadowCoord_105.w)));
|
||||
};
|
||||
result_32 = (result_32 + tmpvar_106);
|
||||
vec4 tmpvar_109;
|
||||
@@ -443,7 +470,7 @@ void main ()
|
||||
tmpvar_109.xy = (vec2(1.5, 1.5) * tmpvar_33);
|
||||
vec4 _shadowCoord_110;
|
||||
_shadowCoord_110 = (tmpvar_30 + tmpvar_109);
|
||||
float tmpvar_111;
|
||||
lowp float tmpvar_111;
|
||||
vec2 tmpvar_112;
|
||||
tmpvar_112 = (_shadowCoord_110.xy / _shadowCoord_110.w);
|
||||
bool tmpvar_113;
|
||||
@@ -455,9 +482,11 @@ void main ()
|
||||
if (tmpvar_113) {
|
||||
tmpvar_111 = 1.0;
|
||||
} else {
|
||||
tmpvar_111 = float((dot (texture2D (u_shadowMap0, tmpvar_112), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_110.z - u_params1.x) / _shadowCoord_110.w)));
|
||||
tmpvar_111 = float((dot (texture2D (u_shadowMap0, tmpvar_112), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_110.z - u_params1.x)
|
||||
/ _shadowCoord_110.w)));
|
||||
};
|
||||
float tmpvar_114;
|
||||
lowp float tmpvar_114;
|
||||
tmpvar_114 = (result_32 + tmpvar_111);
|
||||
result_32 = tmpvar_114;
|
||||
tmpvar_31 = (tmpvar_114 / 16.0);
|
||||
@@ -477,18 +506,48 @@ void main ()
|
||||
tmpvar_120 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_121;
|
||||
tmpvar_121 = sqrt(dot (tmpvar_118, tmpvar_118));
|
||||
tmpvar_117 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_121)) + ((u_lightAttenuationSpotOuter.z * tmpvar_121) * tmpvar_121)))) * mix (clamp (((max (0.0, dot (-(tmpvar_119), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_120) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_120)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_117 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_121))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_121) * tmpvar_121)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_119)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_120) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_120))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_122;
|
||||
tmpvar_122 = dot (v_normal, tmpvar_116);
|
||||
vec2 tmpvar_123;
|
||||
tmpvar_123.x = tmpvar_122;
|
||||
tmpvar_123.y = (((float((tmpvar_122 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_122) * v_normal) - tmpvar_116), tmpvar_115)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_123.y = (((
|
||||
float((tmpvar_122 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_122) * v_normal)
|
||||
- tmpvar_116), tmpvar_115)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_124;
|
||||
tmpvar_124 = (max (tmpvar_123, 0.0) * tmpvar_117);
|
||||
float tmpvar_125;
|
||||
tmpvar_125 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_124.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_124.y)) * u_color.xyz) * tmpvar_31))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_125) * tmpvar_125)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_126;
|
||||
tmpvar_126 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_124.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_124.y))
|
||||
* u_color.xyz) * tmpvar_31)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_125) * tmpvar_125))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_126;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,37 +1,34 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec3 u_tetraNormalRed;
|
||||
uniform vec3 u_tetraNormalBlue;
|
||||
uniform vec3 u_tetraNormalYellow;
|
||||
uniform vec3 u_tetraNormalGreen;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_position;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_position;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_smSamplingParams;
|
||||
uniform vec3 u_tetraNormalGreen;
|
||||
uniform vec3 u_tetraNormalYellow;
|
||||
uniform vec3 u_tetraNormalBlue;
|
||||
uniform vec3 u_tetraNormalRed;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
void main ()
|
||||
{
|
||||
vec4 shadowcoord_1;
|
||||
vec4 faceSelection_2;
|
||||
vec3 colorCoverage_3;
|
||||
lowp vec3 colorCoverage_3;
|
||||
vec2 tmpvar_4;
|
||||
tmpvar_4 = vec2((u_params2.z / 4.0));
|
||||
faceSelection_2.x = dot (u_tetraNormalGreen, v_position.xyz);
|
||||
@@ -54,9 +51,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_8 = bool(0);
|
||||
};
|
||||
float tmpvar_10;
|
||||
lowp float tmpvar_10;
|
||||
tmpvar_10 = (float(tmpvar_8) * 0.3);
|
||||
vec3 tmpvar_11;
|
||||
lowp vec3 tmpvar_11;
|
||||
tmpvar_11.x = -(tmpvar_10);
|
||||
tmpvar_11.y = tmpvar_10;
|
||||
tmpvar_11.z = -(tmpvar_10);
|
||||
@@ -76,9 +73,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_14 = bool(0);
|
||||
};
|
||||
float tmpvar_16;
|
||||
lowp float tmpvar_16;
|
||||
tmpvar_16 = (float(tmpvar_14) * 0.3);
|
||||
vec3 tmpvar_17;
|
||||
lowp vec3 tmpvar_17;
|
||||
tmpvar_17.x = tmpvar_16;
|
||||
tmpvar_17.y = tmpvar_16;
|
||||
tmpvar_17.z = -(tmpvar_16);
|
||||
@@ -98,9 +95,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_20 = bool(0);
|
||||
};
|
||||
float tmpvar_22;
|
||||
lowp float tmpvar_22;
|
||||
tmpvar_22 = (float(tmpvar_20) * 0.3);
|
||||
vec3 tmpvar_23;
|
||||
lowp vec3 tmpvar_23;
|
||||
tmpvar_23.x = -(tmpvar_22);
|
||||
tmpvar_23.y = -(tmpvar_22);
|
||||
tmpvar_23.z = tmpvar_22;
|
||||
@@ -119,9 +116,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_26 = bool(0);
|
||||
};
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
tmpvar_28 = (float(tmpvar_26) * 0.3);
|
||||
vec3 tmpvar_29;
|
||||
lowp vec3 tmpvar_29;
|
||||
tmpvar_29.x = tmpvar_28;
|
||||
tmpvar_29.y = -(tmpvar_28);
|
||||
tmpvar_29.z = -(tmpvar_28);
|
||||
@@ -129,8 +126,8 @@ void main ()
|
||||
};
|
||||
};
|
||||
};
|
||||
float tmpvar_30;
|
||||
float result_31;
|
||||
lowp float tmpvar_30;
|
||||
lowp float result_31;
|
||||
result_31 = 0.0;
|
||||
vec2 tmpvar_32;
|
||||
tmpvar_32 = ((u_smSamplingParams.zw * tmpvar_4) * shadowcoord_1.w);
|
||||
@@ -139,7 +136,7 @@ void main ()
|
||||
tmpvar_33.xy = (vec2(-1.5, -1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_34;
|
||||
_shadowCoord_34 = (shadowcoord_1 + tmpvar_33);
|
||||
float tmpvar_35;
|
||||
lowp float tmpvar_35;
|
||||
vec2 tmpvar_36;
|
||||
tmpvar_36 = (_shadowCoord_34.xy / _shadowCoord_34.w);
|
||||
bool tmpvar_37;
|
||||
@@ -151,7 +148,9 @@ void main ()
|
||||
if (tmpvar_37) {
|
||||
tmpvar_35 = 1.0;
|
||||
} else {
|
||||
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_34.z - u_params1.x) / _shadowCoord_34.w)));
|
||||
tmpvar_35 = float((dot (texture2D (u_shadowMap0, tmpvar_36), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_34.z - u_params1.x)
|
||||
/ _shadowCoord_34.w)));
|
||||
};
|
||||
result_31 = tmpvar_35;
|
||||
vec4 tmpvar_38;
|
||||
@@ -159,7 +158,7 @@ void main ()
|
||||
tmpvar_38.xy = (vec2(-1.5, -0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_39;
|
||||
_shadowCoord_39 = (shadowcoord_1 + tmpvar_38);
|
||||
float tmpvar_40;
|
||||
lowp float tmpvar_40;
|
||||
vec2 tmpvar_41;
|
||||
tmpvar_41 = (_shadowCoord_39.xy / _shadowCoord_39.w);
|
||||
bool tmpvar_42;
|
||||
@@ -171,7 +170,9 @@ void main ()
|
||||
if (tmpvar_42) {
|
||||
tmpvar_40 = 1.0;
|
||||
} else {
|
||||
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_39.z - u_params1.x) / _shadowCoord_39.w)));
|
||||
tmpvar_40 = float((dot (texture2D (u_shadowMap0, tmpvar_41), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_39.z - u_params1.x)
|
||||
/ _shadowCoord_39.w)));
|
||||
};
|
||||
result_31 = (tmpvar_35 + tmpvar_40);
|
||||
vec4 tmpvar_43;
|
||||
@@ -179,7 +180,7 @@ void main ()
|
||||
tmpvar_43.xy = (vec2(-1.5, 0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_44;
|
||||
_shadowCoord_44 = (shadowcoord_1 + tmpvar_43);
|
||||
float tmpvar_45;
|
||||
lowp float tmpvar_45;
|
||||
vec2 tmpvar_46;
|
||||
tmpvar_46 = (_shadowCoord_44.xy / _shadowCoord_44.w);
|
||||
bool tmpvar_47;
|
||||
@@ -191,7 +192,9 @@ void main ()
|
||||
if (tmpvar_47) {
|
||||
tmpvar_45 = 1.0;
|
||||
} else {
|
||||
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_44.z - u_params1.x) / _shadowCoord_44.w)));
|
||||
tmpvar_45 = float((dot (texture2D (u_shadowMap0, tmpvar_46), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_44.z - u_params1.x)
|
||||
/ _shadowCoord_44.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_45);
|
||||
vec4 tmpvar_48;
|
||||
@@ -199,7 +202,7 @@ void main ()
|
||||
tmpvar_48.xy = (vec2(-1.5, 1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_49;
|
||||
_shadowCoord_49 = (shadowcoord_1 + tmpvar_48);
|
||||
float tmpvar_50;
|
||||
lowp float tmpvar_50;
|
||||
vec2 tmpvar_51;
|
||||
tmpvar_51 = (_shadowCoord_49.xy / _shadowCoord_49.w);
|
||||
bool tmpvar_52;
|
||||
@@ -211,7 +214,9 @@ void main ()
|
||||
if (tmpvar_52) {
|
||||
tmpvar_50 = 1.0;
|
||||
} else {
|
||||
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_49.z - u_params1.x) / _shadowCoord_49.w)));
|
||||
tmpvar_50 = float((dot (texture2D (u_shadowMap0, tmpvar_51), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_49.z - u_params1.x)
|
||||
/ _shadowCoord_49.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_50);
|
||||
vec4 tmpvar_53;
|
||||
@@ -219,7 +224,7 @@ void main ()
|
||||
tmpvar_53.xy = (vec2(-0.5, -1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_54;
|
||||
_shadowCoord_54 = (shadowcoord_1 + tmpvar_53);
|
||||
float tmpvar_55;
|
||||
lowp float tmpvar_55;
|
||||
vec2 tmpvar_56;
|
||||
tmpvar_56 = (_shadowCoord_54.xy / _shadowCoord_54.w);
|
||||
bool tmpvar_57;
|
||||
@@ -231,7 +236,9 @@ void main ()
|
||||
if (tmpvar_57) {
|
||||
tmpvar_55 = 1.0;
|
||||
} else {
|
||||
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_54.z - u_params1.x) / _shadowCoord_54.w)));
|
||||
tmpvar_55 = float((dot (texture2D (u_shadowMap0, tmpvar_56), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_54.z - u_params1.x)
|
||||
/ _shadowCoord_54.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_55);
|
||||
vec4 tmpvar_58;
|
||||
@@ -239,7 +246,7 @@ void main ()
|
||||
tmpvar_58.xy = (vec2(-0.5, -0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_59;
|
||||
_shadowCoord_59 = (shadowcoord_1 + tmpvar_58);
|
||||
float tmpvar_60;
|
||||
lowp float tmpvar_60;
|
||||
vec2 tmpvar_61;
|
||||
tmpvar_61 = (_shadowCoord_59.xy / _shadowCoord_59.w);
|
||||
bool tmpvar_62;
|
||||
@@ -251,7 +258,9 @@ void main ()
|
||||
if (tmpvar_62) {
|
||||
tmpvar_60 = 1.0;
|
||||
} else {
|
||||
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_59.z - u_params1.x) / _shadowCoord_59.w)));
|
||||
tmpvar_60 = float((dot (texture2D (u_shadowMap0, tmpvar_61), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_59.z - u_params1.x)
|
||||
/ _shadowCoord_59.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_60);
|
||||
vec4 tmpvar_63;
|
||||
@@ -259,7 +268,7 @@ void main ()
|
||||
tmpvar_63.xy = (vec2(-0.5, 0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_64;
|
||||
_shadowCoord_64 = (shadowcoord_1 + tmpvar_63);
|
||||
float tmpvar_65;
|
||||
lowp float tmpvar_65;
|
||||
vec2 tmpvar_66;
|
||||
tmpvar_66 = (_shadowCoord_64.xy / _shadowCoord_64.w);
|
||||
bool tmpvar_67;
|
||||
@@ -271,7 +280,9 @@ void main ()
|
||||
if (tmpvar_67) {
|
||||
tmpvar_65 = 1.0;
|
||||
} else {
|
||||
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_64.z - u_params1.x) / _shadowCoord_64.w)));
|
||||
tmpvar_65 = float((dot (texture2D (u_shadowMap0, tmpvar_66), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_64.z - u_params1.x)
|
||||
/ _shadowCoord_64.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_65);
|
||||
vec4 tmpvar_68;
|
||||
@@ -279,7 +290,7 @@ void main ()
|
||||
tmpvar_68.xy = (vec2(-0.5, 1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_69;
|
||||
_shadowCoord_69 = (shadowcoord_1 + tmpvar_68);
|
||||
float tmpvar_70;
|
||||
lowp float tmpvar_70;
|
||||
vec2 tmpvar_71;
|
||||
tmpvar_71 = (_shadowCoord_69.xy / _shadowCoord_69.w);
|
||||
bool tmpvar_72;
|
||||
@@ -291,7 +302,9 @@ void main ()
|
||||
if (tmpvar_72) {
|
||||
tmpvar_70 = 1.0;
|
||||
} else {
|
||||
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_69.z - u_params1.x) / _shadowCoord_69.w)));
|
||||
tmpvar_70 = float((dot (texture2D (u_shadowMap0, tmpvar_71), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_69.z - u_params1.x)
|
||||
/ _shadowCoord_69.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_70);
|
||||
vec4 tmpvar_73;
|
||||
@@ -299,7 +312,7 @@ void main ()
|
||||
tmpvar_73.xy = (vec2(0.5, -1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_74;
|
||||
_shadowCoord_74 = (shadowcoord_1 + tmpvar_73);
|
||||
float tmpvar_75;
|
||||
lowp float tmpvar_75;
|
||||
vec2 tmpvar_76;
|
||||
tmpvar_76 = (_shadowCoord_74.xy / _shadowCoord_74.w);
|
||||
bool tmpvar_77;
|
||||
@@ -311,7 +324,9 @@ void main ()
|
||||
if (tmpvar_77) {
|
||||
tmpvar_75 = 1.0;
|
||||
} else {
|
||||
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_74.z - u_params1.x) / _shadowCoord_74.w)));
|
||||
tmpvar_75 = float((dot (texture2D (u_shadowMap0, tmpvar_76), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_74.z - u_params1.x)
|
||||
/ _shadowCoord_74.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_75);
|
||||
vec4 tmpvar_78;
|
||||
@@ -319,7 +334,7 @@ void main ()
|
||||
tmpvar_78.xy = (vec2(0.5, -0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_79;
|
||||
_shadowCoord_79 = (shadowcoord_1 + tmpvar_78);
|
||||
float tmpvar_80;
|
||||
lowp float tmpvar_80;
|
||||
vec2 tmpvar_81;
|
||||
tmpvar_81 = (_shadowCoord_79.xy / _shadowCoord_79.w);
|
||||
bool tmpvar_82;
|
||||
@@ -331,7 +346,9 @@ void main ()
|
||||
if (tmpvar_82) {
|
||||
tmpvar_80 = 1.0;
|
||||
} else {
|
||||
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_79.z - u_params1.x) / _shadowCoord_79.w)));
|
||||
tmpvar_80 = float((dot (texture2D (u_shadowMap0, tmpvar_81), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_79.z - u_params1.x)
|
||||
/ _shadowCoord_79.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_80);
|
||||
vec4 tmpvar_83;
|
||||
@@ -339,7 +356,7 @@ void main ()
|
||||
tmpvar_83.xy = (vec2(0.5, 0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_84;
|
||||
_shadowCoord_84 = (shadowcoord_1 + tmpvar_83);
|
||||
float tmpvar_85;
|
||||
lowp float tmpvar_85;
|
||||
vec2 tmpvar_86;
|
||||
tmpvar_86 = (_shadowCoord_84.xy / _shadowCoord_84.w);
|
||||
bool tmpvar_87;
|
||||
@@ -351,7 +368,9 @@ void main ()
|
||||
if (tmpvar_87) {
|
||||
tmpvar_85 = 1.0;
|
||||
} else {
|
||||
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_84.z - u_params1.x) / _shadowCoord_84.w)));
|
||||
tmpvar_85 = float((dot (texture2D (u_shadowMap0, tmpvar_86), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_84.z - u_params1.x)
|
||||
/ _shadowCoord_84.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_85);
|
||||
vec4 tmpvar_88;
|
||||
@@ -359,7 +378,7 @@ void main ()
|
||||
tmpvar_88.xy = (vec2(0.5, 1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_89;
|
||||
_shadowCoord_89 = (shadowcoord_1 + tmpvar_88);
|
||||
float tmpvar_90;
|
||||
lowp float tmpvar_90;
|
||||
vec2 tmpvar_91;
|
||||
tmpvar_91 = (_shadowCoord_89.xy / _shadowCoord_89.w);
|
||||
bool tmpvar_92;
|
||||
@@ -371,7 +390,9 @@ void main ()
|
||||
if (tmpvar_92) {
|
||||
tmpvar_90 = 1.0;
|
||||
} else {
|
||||
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_89.z - u_params1.x) / _shadowCoord_89.w)));
|
||||
tmpvar_90 = float((dot (texture2D (u_shadowMap0, tmpvar_91), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_89.z - u_params1.x)
|
||||
/ _shadowCoord_89.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_90);
|
||||
vec4 tmpvar_93;
|
||||
@@ -379,7 +400,7 @@ void main ()
|
||||
tmpvar_93.xy = (vec2(1.5, -1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_94;
|
||||
_shadowCoord_94 = (shadowcoord_1 + tmpvar_93);
|
||||
float tmpvar_95;
|
||||
lowp float tmpvar_95;
|
||||
vec2 tmpvar_96;
|
||||
tmpvar_96 = (_shadowCoord_94.xy / _shadowCoord_94.w);
|
||||
bool tmpvar_97;
|
||||
@@ -391,7 +412,9 @@ void main ()
|
||||
if (tmpvar_97) {
|
||||
tmpvar_95 = 1.0;
|
||||
} else {
|
||||
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_94.z - u_params1.x) / _shadowCoord_94.w)));
|
||||
tmpvar_95 = float((dot (texture2D (u_shadowMap0, tmpvar_96), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_94.z - u_params1.x)
|
||||
/ _shadowCoord_94.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_95);
|
||||
vec4 tmpvar_98;
|
||||
@@ -399,7 +422,7 @@ void main ()
|
||||
tmpvar_98.xy = (vec2(1.5, -0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_99;
|
||||
_shadowCoord_99 = (shadowcoord_1 + tmpvar_98);
|
||||
float tmpvar_100;
|
||||
lowp float tmpvar_100;
|
||||
vec2 tmpvar_101;
|
||||
tmpvar_101 = (_shadowCoord_99.xy / _shadowCoord_99.w);
|
||||
bool tmpvar_102;
|
||||
@@ -411,7 +434,9 @@ void main ()
|
||||
if (tmpvar_102) {
|
||||
tmpvar_100 = 1.0;
|
||||
} else {
|
||||
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_99.z - u_params1.x) / _shadowCoord_99.w)));
|
||||
tmpvar_100 = float((dot (texture2D (u_shadowMap0, tmpvar_101), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_99.z - u_params1.x)
|
||||
/ _shadowCoord_99.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_100);
|
||||
vec4 tmpvar_103;
|
||||
@@ -419,7 +444,7 @@ void main ()
|
||||
tmpvar_103.xy = (vec2(1.5, 0.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_104;
|
||||
_shadowCoord_104 = (shadowcoord_1 + tmpvar_103);
|
||||
float tmpvar_105;
|
||||
lowp float tmpvar_105;
|
||||
vec2 tmpvar_106;
|
||||
tmpvar_106 = (_shadowCoord_104.xy / _shadowCoord_104.w);
|
||||
bool tmpvar_107;
|
||||
@@ -431,7 +456,9 @@ void main ()
|
||||
if (tmpvar_107) {
|
||||
tmpvar_105 = 1.0;
|
||||
} else {
|
||||
tmpvar_105 = float((dot (texture2D (u_shadowMap0, tmpvar_106), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_104.z - u_params1.x) / _shadowCoord_104.w)));
|
||||
tmpvar_105 = float((dot (texture2D (u_shadowMap0, tmpvar_106), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_104.z - u_params1.x)
|
||||
/ _shadowCoord_104.w)));
|
||||
};
|
||||
result_31 = (result_31 + tmpvar_105);
|
||||
vec4 tmpvar_108;
|
||||
@@ -439,7 +466,7 @@ void main ()
|
||||
tmpvar_108.xy = (vec2(1.5, 1.5) * tmpvar_32);
|
||||
vec4 _shadowCoord_109;
|
||||
_shadowCoord_109 = (shadowcoord_1 + tmpvar_108);
|
||||
float tmpvar_110;
|
||||
lowp float tmpvar_110;
|
||||
vec2 tmpvar_111;
|
||||
tmpvar_111 = (_shadowCoord_109.xy / _shadowCoord_109.w);
|
||||
bool tmpvar_112;
|
||||
@@ -451,9 +478,11 @@ void main ()
|
||||
if (tmpvar_112) {
|
||||
tmpvar_110 = 1.0;
|
||||
} else {
|
||||
tmpvar_110 = float((dot (texture2D (u_shadowMap0, tmpvar_111), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_109.z - u_params1.x) / _shadowCoord_109.w)));
|
||||
tmpvar_110 = float((dot (texture2D (u_shadowMap0, tmpvar_111), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_109.z - u_params1.x)
|
||||
/ _shadowCoord_109.w)));
|
||||
};
|
||||
float tmpvar_113;
|
||||
lowp float tmpvar_113;
|
||||
tmpvar_113 = (result_31 + tmpvar_110);
|
||||
result_31 = tmpvar_113;
|
||||
tmpvar_30 = (tmpvar_113 / 16.0);
|
||||
@@ -473,18 +502,48 @@ void main ()
|
||||
tmpvar_119 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_120;
|
||||
tmpvar_120 = sqrt(dot (tmpvar_117, tmpvar_117));
|
||||
tmpvar_116 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_120)) + ((u_lightAttenuationSpotOuter.z * tmpvar_120) * tmpvar_120)))) * mix (clamp (((max (0.0, dot (-(tmpvar_118), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_119) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_119)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_116 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_120))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_120) * tmpvar_120)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_118)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_119) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_119))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_121;
|
||||
tmpvar_121 = dot (v_normal, tmpvar_115);
|
||||
vec2 tmpvar_122;
|
||||
tmpvar_122.x = tmpvar_121;
|
||||
tmpvar_122.y = (((float((tmpvar_121 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_121) * v_normal) - tmpvar_115), tmpvar_114)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_122.y = (((
|
||||
float((tmpvar_121 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_121) * v_normal)
|
||||
- tmpvar_115), tmpvar_114)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_123;
|
||||
tmpvar_123 = (max (tmpvar_122, 0.0) * tmpvar_116);
|
||||
float tmpvar_124;
|
||||
tmpvar_124 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_123.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_123.y)) * u_color.xyz) * tmpvar_30))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_124) * tmpvar_124)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_125;
|
||||
tmpvar_125 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_123.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_123.y))
|
||||
* u_color.xyz) * tmpvar_30)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_3 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_124) * tmpvar_124))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_125;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
@@ -1,33 +1,30 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap3;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap3;
|
||||
void main ()
|
||||
{
|
||||
float visibility_1;
|
||||
vec3 colorCoverage_2;
|
||||
lowp float visibility_1;
|
||||
lowp vec3 colorCoverage_2;
|
||||
vec2 tmpvar_3;
|
||||
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
vec2 tmpvar_4;
|
||||
@@ -77,14 +74,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_17 = bool(0);
|
||||
};
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
tmpvar_19 = (float(tmpvar_17) * 0.4);
|
||||
vec3 tmpvar_20;
|
||||
lowp vec3 tmpvar_20;
|
||||
tmpvar_20.x = -(tmpvar_19);
|
||||
tmpvar_20.y = tmpvar_19;
|
||||
tmpvar_20.z = -(tmpvar_19);
|
||||
colorCoverage_2 = tmpvar_20;
|
||||
float tmpvar_21;
|
||||
lowp float tmpvar_21;
|
||||
vec2 tmpvar_22;
|
||||
tmpvar_22 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
bool tmpvar_23;
|
||||
@@ -98,19 +95,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_24;
|
||||
tmpvar_24 = (((v_texcoord1.z - u_params1.x) / v_texcoord1.w) * u_params1.w);
|
||||
vec4 tmpvar_25;
|
||||
lowp vec4 tmpvar_25;
|
||||
tmpvar_25 = texture2D (u_shadowMap0, tmpvar_22);
|
||||
vec2 tmpvar_26;
|
||||
lowp vec2 tmpvar_26;
|
||||
tmpvar_26.x = dot (tmpvar_25.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_26.y = dot (tmpvar_25.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_27;
|
||||
lowp vec2 tmpvar_27;
|
||||
tmpvar_27 = (tmpvar_26 * u_params1.w);
|
||||
if ((tmpvar_24 < tmpvar_27.x)) {
|
||||
tmpvar_21 = 1.0;
|
||||
} else {
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
tmpvar_28 = max ((tmpvar_27.y - (tmpvar_27.x * tmpvar_27.x)), u_params1.z);
|
||||
float tmpvar_29;
|
||||
lowp float tmpvar_29;
|
||||
tmpvar_29 = (tmpvar_24 - tmpvar_27.x);
|
||||
tmpvar_21 = (tmpvar_28 / (tmpvar_28 + (tmpvar_29 * tmpvar_29)));
|
||||
};
|
||||
@@ -130,14 +127,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_32 = bool(0);
|
||||
};
|
||||
float tmpvar_34;
|
||||
lowp float tmpvar_34;
|
||||
tmpvar_34 = (float(tmpvar_32) * 0.4);
|
||||
vec3 tmpvar_35;
|
||||
lowp vec3 tmpvar_35;
|
||||
tmpvar_35.x = tmpvar_34;
|
||||
tmpvar_35.y = tmpvar_34;
|
||||
tmpvar_35.z = -(tmpvar_34);
|
||||
colorCoverage_2 = tmpvar_35;
|
||||
float tmpvar_36;
|
||||
lowp float tmpvar_36;
|
||||
vec2 tmpvar_37;
|
||||
tmpvar_37 = (v_texcoord2.xy / v_texcoord2.w);
|
||||
bool tmpvar_38;
|
||||
@@ -151,19 +148,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_39;
|
||||
tmpvar_39 = (((v_texcoord2.z - u_params1.x) / v_texcoord2.w) * u_params1.w);
|
||||
vec4 tmpvar_40;
|
||||
lowp vec4 tmpvar_40;
|
||||
tmpvar_40 = texture2D (u_shadowMap1, tmpvar_37);
|
||||
vec2 tmpvar_41;
|
||||
lowp vec2 tmpvar_41;
|
||||
tmpvar_41.x = dot (tmpvar_40.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_41.y = dot (tmpvar_40.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_42;
|
||||
lowp vec2 tmpvar_42;
|
||||
tmpvar_42 = (tmpvar_41 * u_params1.w);
|
||||
if ((tmpvar_39 < tmpvar_42.x)) {
|
||||
tmpvar_36 = 1.0;
|
||||
} else {
|
||||
float tmpvar_43;
|
||||
lowp float tmpvar_43;
|
||||
tmpvar_43 = max ((tmpvar_42.y - (tmpvar_42.x * tmpvar_42.x)), u_params1.z);
|
||||
float tmpvar_44;
|
||||
lowp float tmpvar_44;
|
||||
tmpvar_44 = (tmpvar_39 - tmpvar_42.x);
|
||||
tmpvar_36 = (tmpvar_43 / (tmpvar_43 + (tmpvar_44 * tmpvar_44)));
|
||||
};
|
||||
@@ -183,14 +180,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_47 = bool(0);
|
||||
};
|
||||
float tmpvar_49;
|
||||
lowp float tmpvar_49;
|
||||
tmpvar_49 = (float(tmpvar_47) * 0.4);
|
||||
vec3 tmpvar_50;
|
||||
lowp vec3 tmpvar_50;
|
||||
tmpvar_50.x = -(tmpvar_49);
|
||||
tmpvar_50.y = -(tmpvar_49);
|
||||
tmpvar_50.z = tmpvar_49;
|
||||
colorCoverage_2 = tmpvar_50;
|
||||
float tmpvar_51;
|
||||
lowp float tmpvar_51;
|
||||
vec2 tmpvar_52;
|
||||
tmpvar_52 = (v_texcoord3.xy / v_texcoord3.w);
|
||||
bool tmpvar_53;
|
||||
@@ -204,19 +201,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_54;
|
||||
tmpvar_54 = (((v_texcoord3.z - u_params1.x) / v_texcoord3.w) * u_params1.w);
|
||||
vec4 tmpvar_55;
|
||||
lowp vec4 tmpvar_55;
|
||||
tmpvar_55 = texture2D (u_shadowMap2, tmpvar_52);
|
||||
vec2 tmpvar_56;
|
||||
lowp vec2 tmpvar_56;
|
||||
tmpvar_56.x = dot (tmpvar_55.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_56.y = dot (tmpvar_55.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_57;
|
||||
lowp vec2 tmpvar_57;
|
||||
tmpvar_57 = (tmpvar_56 * u_params1.w);
|
||||
if ((tmpvar_54 < tmpvar_57.x)) {
|
||||
tmpvar_51 = 1.0;
|
||||
} else {
|
||||
float tmpvar_58;
|
||||
lowp float tmpvar_58;
|
||||
tmpvar_58 = max ((tmpvar_57.y - (tmpvar_57.x * tmpvar_57.x)), u_params1.z);
|
||||
float tmpvar_59;
|
||||
lowp float tmpvar_59;
|
||||
tmpvar_59 = (tmpvar_54 - tmpvar_57.x);
|
||||
tmpvar_51 = (tmpvar_58 / (tmpvar_58 + (tmpvar_59 * tmpvar_59)));
|
||||
};
|
||||
@@ -235,14 +232,14 @@ void main ()
|
||||
} else {
|
||||
tmpvar_62 = bool(0);
|
||||
};
|
||||
float tmpvar_64;
|
||||
lowp float tmpvar_64;
|
||||
tmpvar_64 = (float(tmpvar_62) * 0.4);
|
||||
vec3 tmpvar_65;
|
||||
lowp vec3 tmpvar_65;
|
||||
tmpvar_65.x = tmpvar_64;
|
||||
tmpvar_65.y = -(tmpvar_64);
|
||||
tmpvar_65.z = -(tmpvar_64);
|
||||
colorCoverage_2 = tmpvar_65;
|
||||
float tmpvar_66;
|
||||
lowp float tmpvar_66;
|
||||
vec2 tmpvar_67;
|
||||
tmpvar_67 = (v_texcoord4.xy / v_texcoord4.w);
|
||||
bool tmpvar_68;
|
||||
@@ -256,19 +253,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_69;
|
||||
tmpvar_69 = (((v_texcoord4.z - u_params1.x) / v_texcoord4.w) * u_params1.w);
|
||||
vec4 tmpvar_70;
|
||||
lowp vec4 tmpvar_70;
|
||||
tmpvar_70 = texture2D (u_shadowMap3, tmpvar_67);
|
||||
vec2 tmpvar_71;
|
||||
lowp vec2 tmpvar_71;
|
||||
tmpvar_71.x = dot (tmpvar_70.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_71.y = dot (tmpvar_70.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_72;
|
||||
lowp vec2 tmpvar_72;
|
||||
tmpvar_72 = (tmpvar_71 * u_params1.w);
|
||||
if ((tmpvar_69 < tmpvar_72.x)) {
|
||||
tmpvar_66 = 1.0;
|
||||
} else {
|
||||
float tmpvar_73;
|
||||
lowp float tmpvar_73;
|
||||
tmpvar_73 = max ((tmpvar_72.y - (tmpvar_72.x * tmpvar_72.x)), u_params1.z);
|
||||
float tmpvar_74;
|
||||
lowp float tmpvar_74;
|
||||
tmpvar_74 = (tmpvar_69 - tmpvar_72.x);
|
||||
tmpvar_66 = (tmpvar_73 / (tmpvar_73 + (tmpvar_74 * tmpvar_74)));
|
||||
};
|
||||
@@ -293,18 +290,48 @@ void main ()
|
||||
tmpvar_80 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_81;
|
||||
tmpvar_81 = sqrt(dot (tmpvar_78, tmpvar_78));
|
||||
tmpvar_77 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81)) + ((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)))) * mix (clamp (((max (0.0, dot (-(tmpvar_79), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_80) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_80)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_77 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_79)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_80) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_80))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_82;
|
||||
tmpvar_82 = dot (v_normal, tmpvar_76);
|
||||
vec2 tmpvar_83;
|
||||
tmpvar_83.x = tmpvar_82;
|
||||
tmpvar_83.y = (((float((tmpvar_82 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_82) * v_normal) - tmpvar_76), tmpvar_75)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_83.y = (((
|
||||
float((tmpvar_82 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_82) * v_normal)
|
||||
- tmpvar_76), tmpvar_75)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_84;
|
||||
tmpvar_84 = (max (tmpvar_83, 0.0) * tmpvar_77);
|
||||
float tmpvar_85;
|
||||
tmpvar_85 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_86;
|
||||
tmpvar_86 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y))
|
||||
* u_color.xyz) * visibility_1)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_86;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
@@ -1,33 +1,30 @@
|
||||
FSHF<>œ#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap3;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec4 u_color;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_params1;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord1;
|
||||
FSHF<>œprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_texcoord1;
|
||||
varying vec4 v_texcoord2;
|
||||
varying vec4 v_texcoord3;
|
||||
varying vec4 v_texcoord4;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_params1;
|
||||
uniform vec4 u_params2;
|
||||
uniform vec4 u_color;
|
||||
uniform vec3 u_materialKa;
|
||||
uniform vec3 u_materialKd;
|
||||
uniform vec4 u_materialKs;
|
||||
uniform vec4 u_lightPosition;
|
||||
uniform vec4 u_lightAmbientPower;
|
||||
uniform vec4 u_lightDiffusePower;
|
||||
uniform vec4 u_lightSpecularPower;
|
||||
uniform vec4 u_lightSpotDirectionInner;
|
||||
uniform vec4 u_lightAttenuationSpotOuter;
|
||||
uniform sampler2D u_shadowMap0;
|
||||
uniform sampler2D u_shadowMap1;
|
||||
uniform sampler2D u_shadowMap2;
|
||||
uniform sampler2D u_shadowMap3;
|
||||
void main ()
|
||||
{
|
||||
float visibility_1;
|
||||
vec3 colorCoverage_2;
|
||||
lowp float visibility_1;
|
||||
lowp vec3 colorCoverage_2;
|
||||
vec2 tmpvar_3;
|
||||
tmpvar_3 = (v_texcoord1.xy / v_texcoord1.w);
|
||||
vec2 tmpvar_4;
|
||||
@@ -77,9 +74,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_17 = bool(0);
|
||||
};
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
tmpvar_19 = (float(tmpvar_17) * 0.4);
|
||||
vec3 tmpvar_20;
|
||||
lowp vec3 tmpvar_20;
|
||||
tmpvar_20.x = -(tmpvar_19);
|
||||
tmpvar_20.y = tmpvar_19;
|
||||
tmpvar_20.z = -(tmpvar_19);
|
||||
@@ -88,7 +85,7 @@ void main ()
|
||||
tmpvar_21.w = 1.0;
|
||||
tmpvar_21.xy = (v_texcoord1.xy / v_texcoord1.w);
|
||||
tmpvar_21.z = v_texcoord1.z;
|
||||
float tmpvar_22;
|
||||
lowp float tmpvar_22;
|
||||
bool tmpvar_23;
|
||||
if (any(greaterThan (tmpvar_21.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_23 = bool(1);
|
||||
@@ -100,19 +97,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_24;
|
||||
tmpvar_24 = ((v_texcoord1.z - u_params1.x) * u_params1.w);
|
||||
vec4 tmpvar_25;
|
||||
lowp vec4 tmpvar_25;
|
||||
tmpvar_25 = texture2D (u_shadowMap0, tmpvar_21.xy);
|
||||
vec2 tmpvar_26;
|
||||
lowp vec2 tmpvar_26;
|
||||
tmpvar_26.x = dot (tmpvar_25.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_26.y = dot (tmpvar_25.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_27;
|
||||
lowp vec2 tmpvar_27;
|
||||
tmpvar_27 = (tmpvar_26 * u_params1.w);
|
||||
if ((tmpvar_24 < tmpvar_27.x)) {
|
||||
tmpvar_22 = 1.0;
|
||||
} else {
|
||||
float tmpvar_28;
|
||||
lowp float tmpvar_28;
|
||||
tmpvar_28 = max ((tmpvar_27.y - (tmpvar_27.x * tmpvar_27.x)), u_params1.z);
|
||||
float tmpvar_29;
|
||||
lowp float tmpvar_29;
|
||||
tmpvar_29 = (tmpvar_24 - tmpvar_27.x);
|
||||
tmpvar_22 = (tmpvar_28 / (tmpvar_28 + (tmpvar_29 * tmpvar_29)));
|
||||
};
|
||||
@@ -132,9 +129,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_32 = bool(0);
|
||||
};
|
||||
float tmpvar_34;
|
||||
lowp float tmpvar_34;
|
||||
tmpvar_34 = (float(tmpvar_32) * 0.4);
|
||||
vec3 tmpvar_35;
|
||||
lowp vec3 tmpvar_35;
|
||||
tmpvar_35.x = tmpvar_34;
|
||||
tmpvar_35.y = tmpvar_34;
|
||||
tmpvar_35.z = -(tmpvar_34);
|
||||
@@ -143,7 +140,7 @@ void main ()
|
||||
tmpvar_36.w = 1.0;
|
||||
tmpvar_36.xy = (v_texcoord2.xy / v_texcoord2.w);
|
||||
tmpvar_36.z = v_texcoord2.z;
|
||||
float tmpvar_37;
|
||||
lowp float tmpvar_37;
|
||||
bool tmpvar_38;
|
||||
if (any(greaterThan (tmpvar_36.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_38 = bool(1);
|
||||
@@ -155,19 +152,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_39;
|
||||
tmpvar_39 = ((v_texcoord2.z - u_params1.x) * u_params1.w);
|
||||
vec4 tmpvar_40;
|
||||
lowp vec4 tmpvar_40;
|
||||
tmpvar_40 = texture2D (u_shadowMap1, tmpvar_36.xy);
|
||||
vec2 tmpvar_41;
|
||||
lowp vec2 tmpvar_41;
|
||||
tmpvar_41.x = dot (tmpvar_40.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_41.y = dot (tmpvar_40.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_42;
|
||||
lowp vec2 tmpvar_42;
|
||||
tmpvar_42 = (tmpvar_41 * u_params1.w);
|
||||
if ((tmpvar_39 < tmpvar_42.x)) {
|
||||
tmpvar_37 = 1.0;
|
||||
} else {
|
||||
float tmpvar_43;
|
||||
lowp float tmpvar_43;
|
||||
tmpvar_43 = max ((tmpvar_42.y - (tmpvar_42.x * tmpvar_42.x)), u_params1.z);
|
||||
float tmpvar_44;
|
||||
lowp float tmpvar_44;
|
||||
tmpvar_44 = (tmpvar_39 - tmpvar_42.x);
|
||||
tmpvar_37 = (tmpvar_43 / (tmpvar_43 + (tmpvar_44 * tmpvar_44)));
|
||||
};
|
||||
@@ -187,9 +184,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_47 = bool(0);
|
||||
};
|
||||
float tmpvar_49;
|
||||
lowp float tmpvar_49;
|
||||
tmpvar_49 = (float(tmpvar_47) * 0.4);
|
||||
vec3 tmpvar_50;
|
||||
lowp vec3 tmpvar_50;
|
||||
tmpvar_50.x = -(tmpvar_49);
|
||||
tmpvar_50.y = -(tmpvar_49);
|
||||
tmpvar_50.z = tmpvar_49;
|
||||
@@ -198,7 +195,7 @@ void main ()
|
||||
tmpvar_51.w = 1.0;
|
||||
tmpvar_51.xy = (v_texcoord3.xy / v_texcoord3.w);
|
||||
tmpvar_51.z = v_texcoord3.z;
|
||||
float tmpvar_52;
|
||||
lowp float tmpvar_52;
|
||||
bool tmpvar_53;
|
||||
if (any(greaterThan (tmpvar_51.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_53 = bool(1);
|
||||
@@ -210,19 +207,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_54;
|
||||
tmpvar_54 = ((v_texcoord3.z - u_params1.x) * u_params1.w);
|
||||
vec4 tmpvar_55;
|
||||
lowp vec4 tmpvar_55;
|
||||
tmpvar_55 = texture2D (u_shadowMap2, tmpvar_51.xy);
|
||||
vec2 tmpvar_56;
|
||||
lowp vec2 tmpvar_56;
|
||||
tmpvar_56.x = dot (tmpvar_55.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_56.y = dot (tmpvar_55.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_57;
|
||||
lowp vec2 tmpvar_57;
|
||||
tmpvar_57 = (tmpvar_56 * u_params1.w);
|
||||
if ((tmpvar_54 < tmpvar_57.x)) {
|
||||
tmpvar_52 = 1.0;
|
||||
} else {
|
||||
float tmpvar_58;
|
||||
lowp float tmpvar_58;
|
||||
tmpvar_58 = max ((tmpvar_57.y - (tmpvar_57.x * tmpvar_57.x)), u_params1.z);
|
||||
float tmpvar_59;
|
||||
lowp float tmpvar_59;
|
||||
tmpvar_59 = (tmpvar_54 - tmpvar_57.x);
|
||||
tmpvar_52 = (tmpvar_58 / (tmpvar_58 + (tmpvar_59 * tmpvar_59)));
|
||||
};
|
||||
@@ -241,9 +238,9 @@ void main ()
|
||||
} else {
|
||||
tmpvar_62 = bool(0);
|
||||
};
|
||||
float tmpvar_64;
|
||||
lowp float tmpvar_64;
|
||||
tmpvar_64 = (float(tmpvar_62) * 0.4);
|
||||
vec3 tmpvar_65;
|
||||
lowp vec3 tmpvar_65;
|
||||
tmpvar_65.x = tmpvar_64;
|
||||
tmpvar_65.y = -(tmpvar_64);
|
||||
tmpvar_65.z = -(tmpvar_64);
|
||||
@@ -252,7 +249,7 @@ void main ()
|
||||
tmpvar_66.w = 1.0;
|
||||
tmpvar_66.xy = (v_texcoord4.xy / v_texcoord4.w);
|
||||
tmpvar_66.z = v_texcoord4.z;
|
||||
float tmpvar_67;
|
||||
lowp float tmpvar_67;
|
||||
bool tmpvar_68;
|
||||
if (any(greaterThan (tmpvar_66.xy, vec2(1.0, 1.0)))) {
|
||||
tmpvar_68 = bool(1);
|
||||
@@ -264,19 +261,19 @@ void main ()
|
||||
} else {
|
||||
float tmpvar_69;
|
||||
tmpvar_69 = ((v_texcoord4.z - u_params1.x) * u_params1.w);
|
||||
vec4 tmpvar_70;
|
||||
lowp vec4 tmpvar_70;
|
||||
tmpvar_70 = texture2D (u_shadowMap3, tmpvar_66.xy);
|
||||
vec2 tmpvar_71;
|
||||
lowp vec2 tmpvar_71;
|
||||
tmpvar_71.x = dot (tmpvar_70.xy, vec2(0.00390625, 1.0));
|
||||
tmpvar_71.y = dot (tmpvar_70.zw, vec2(0.00390625, 1.0));
|
||||
vec2 tmpvar_72;
|
||||
lowp vec2 tmpvar_72;
|
||||
tmpvar_72 = (tmpvar_71 * u_params1.w);
|
||||
if ((tmpvar_69 < tmpvar_72.x)) {
|
||||
tmpvar_67 = 1.0;
|
||||
} else {
|
||||
float tmpvar_73;
|
||||
lowp float tmpvar_73;
|
||||
tmpvar_73 = max ((tmpvar_72.y - (tmpvar_72.x * tmpvar_72.x)), u_params1.z);
|
||||
float tmpvar_74;
|
||||
lowp float tmpvar_74;
|
||||
tmpvar_74 = (tmpvar_69 - tmpvar_72.x);
|
||||
tmpvar_67 = (tmpvar_73 / (tmpvar_73 + (tmpvar_74 * tmpvar_74)));
|
||||
};
|
||||
@@ -301,18 +298,48 @@ void main ()
|
||||
tmpvar_80 = cos((u_lightAttenuationSpotOuter.w * 0.0174533));
|
||||
float tmpvar_81;
|
||||
tmpvar_81 = sqrt(dot (tmpvar_78, tmpvar_78));
|
||||
tmpvar_77 = ((1.0/(((u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81)) + ((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)))) * mix (clamp (((max (0.0, dot (-(tmpvar_79), normalize(u_lightSpotDirectionInner.xyz))) - tmpvar_80) / (cos((min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001)) * 0.0174533)) - tmpvar_80)), 0.0, 1.0), 1.0, float((u_lightAttenuationSpotOuter.w >= 90.0))));
|
||||
tmpvar_77 = ((1.0/((
|
||||
(u_lightAttenuationSpotOuter.x + (u_lightAttenuationSpotOuter.y * tmpvar_81))
|
||||
+
|
||||
((u_lightAttenuationSpotOuter.z * tmpvar_81) * tmpvar_81)
|
||||
))) * mix (clamp (
|
||||
((max (0.0, dot (
|
||||
-(tmpvar_79)
|
||||
,
|
||||
normalize(u_lightSpotDirectionInner.xyz)
|
||||
)) - tmpvar_80) / (cos((
|
||||
min (u_lightSpotDirectionInner.w, (u_lightAttenuationSpotOuter.w - 0.001))
|
||||
* 0.0174533)) - tmpvar_80))
|
||||
, 0.0, 1.0), 1.0, float(
|
||||
(u_lightAttenuationSpotOuter.w >= 90.0)
|
||||
)));
|
||||
};
|
||||
float tmpvar_82;
|
||||
tmpvar_82 = dot (v_normal, tmpvar_76);
|
||||
vec2 tmpvar_83;
|
||||
tmpvar_83.x = tmpvar_82;
|
||||
tmpvar_83.y = (((float((tmpvar_82 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_82) * v_normal) - tmpvar_76), tmpvar_75)), u_materialKs.w)) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
tmpvar_83.y = (((
|
||||
float((tmpvar_82 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_82) * v_normal)
|
||||
- tmpvar_76), tmpvar_75)), u_materialKs.w)
|
||||
) * (2.0 + u_materialKs.w)) / 8.0);
|
||||
vec2 tmpvar_84;
|
||||
tmpvar_84 = (max (tmpvar_83, 0.0) * tmpvar_77);
|
||||
float tmpvar_85;
|
||||
tmpvar_85 = sqrt(dot (v_view, v_view));
|
||||
gl_FragColor.xyz = mix (vec3(0.0, 0.0, 0.0), (pow (abs(((((u_lightAmbientPower.xyz * u_lightAmbientPower.w) * u_materialKa) * u_color.xyz) + ((((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y)) * u_color.xyz) * visibility_1))), vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85)))), 0.0, 1.0));
|
||||
lowp vec3 tmpvar_86;
|
||||
tmpvar_86 = mix (vec3(0.0, 0.0, 0.0), (pow (
|
||||
abs((((
|
||||
(u_lightAmbientPower.xyz * u_lightAmbientPower.w)
|
||||
* u_materialKa) * u_color.xyz) + ((
|
||||
((((u_lightDiffusePower.xyz * u_lightDiffusePower.w) * u_materialKd) * tmpvar_84.x) + (((u_lightSpecularPower.xyz * u_lightSpecularPower.w) * u_materialKs.xyz) * tmpvar_84.y))
|
||||
* u_color.xyz) * visibility_1)))
|
||||
, vec3(0.454545, 0.454545, 0.454545)) + (colorCoverage_2 * u_params2.y)), clamp ((1.0/(
|
||||
exp2(((1.7673e-005 * tmpvar_85) * tmpvar_85))
|
||||
)), 0.0, 1.0));
|
||||
gl_FragColor.xyz = tmpvar_86;
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,12 +1,9 @@
|
||||
FSHpjH#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif // GL_ES
|
||||
|
||||
uniform sampler2D u_shadowMap;
|
||||
uniform vec4 u_lightPos;
|
||||
varying vec3 v_view;
|
||||
varying vec4 v_shadowcoord;
|
||||
FSHpjHprecision highp float;
|
||||
varying vec3 v_normal;
|
||||
varying vec4 v_shadowcoord;
|
||||
varying vec3 v_view;
|
||||
uniform vec4 u_lightPos;
|
||||
uniform sampler2D u_shadowMap;
|
||||
void main ()
|
||||
{
|
||||
vec2 lc_1;
|
||||
@@ -16,9 +13,17 @@ void main ()
|
||||
tmpvar_3 = dot (v_normal, tmpvar_2);
|
||||
vec2 tmpvar_4;
|
||||
tmpvar_4.x = tmpvar_3;
|
||||
tmpvar_4.y = (((float((tmpvar_3 >= 0.0)) * pow (max (0.0, dot ((((2.0 * tmpvar_3) * v_normal) - tmpvar_2), -(normalize(v_view)))), 1.0)) * 3.0) / 8.0);
|
||||
tmpvar_4.y = (((
|
||||
float((tmpvar_3 >= 0.0))
|
||||
*
|
||||
pow (max (0.0, dot ((
|
||||
((2.0 * tmpvar_3) * v_normal)
|
||||
- tmpvar_2), -(
|
||||
normalize(v_view)
|
||||
))), 1.0)
|
||||
) * 3.0) / 8.0);
|
||||
lc_1 = max (tmpvar_4, 0.0);
|
||||
float result_5;
|
||||
lowp float result_5;
|
||||
result_5 = 0.0;
|
||||
vec2 tmpvar_6;
|
||||
tmpvar_6 = (vec2(0.00195313, 0.00195313) * v_shadowcoord.w);
|
||||
@@ -27,7 +32,7 @@ void main ()
|
||||
tmpvar_7.xy = (vec2(-1.5, -1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_8;
|
||||
_shadowCoord_8 = (v_shadowcoord + tmpvar_7);
|
||||
float tmpvar_9;
|
||||
lowp float tmpvar_9;
|
||||
vec2 tmpvar_10;
|
||||
tmpvar_10 = (_shadowCoord_8.xy / _shadowCoord_8.w);
|
||||
bool tmpvar_11;
|
||||
@@ -39,7 +44,9 @@ void main ()
|
||||
if (tmpvar_11) {
|
||||
tmpvar_9 = 1.0;
|
||||
} else {
|
||||
tmpvar_9 = float((dot (texture2D (u_shadowMap, tmpvar_10), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_8.z - 0.005) / _shadowCoord_8.w)));
|
||||
tmpvar_9 = float((dot (texture2D (u_shadowMap, tmpvar_10), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_8.z - 0.005)
|
||||
/ _shadowCoord_8.w)));
|
||||
};
|
||||
result_5 = tmpvar_9;
|
||||
vec4 tmpvar_12;
|
||||
@@ -47,7 +54,7 @@ void main ()
|
||||
tmpvar_12.xy = (vec2(-1.5, -0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_13;
|
||||
_shadowCoord_13 = (v_shadowcoord + tmpvar_12);
|
||||
float tmpvar_14;
|
||||
lowp float tmpvar_14;
|
||||
vec2 tmpvar_15;
|
||||
tmpvar_15 = (_shadowCoord_13.xy / _shadowCoord_13.w);
|
||||
bool tmpvar_16;
|
||||
@@ -59,7 +66,9 @@ void main ()
|
||||
if (tmpvar_16) {
|
||||
tmpvar_14 = 1.0;
|
||||
} else {
|
||||
tmpvar_14 = float((dot (texture2D (u_shadowMap, tmpvar_15), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_13.z - 0.005) / _shadowCoord_13.w)));
|
||||
tmpvar_14 = float((dot (texture2D (u_shadowMap, tmpvar_15), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_13.z - 0.005)
|
||||
/ _shadowCoord_13.w)));
|
||||
};
|
||||
result_5 = (tmpvar_9 + tmpvar_14);
|
||||
vec4 tmpvar_17;
|
||||
@@ -67,7 +76,7 @@ void main ()
|
||||
tmpvar_17.xy = (vec2(-1.5, 0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_18;
|
||||
_shadowCoord_18 = (v_shadowcoord + tmpvar_17);
|
||||
float tmpvar_19;
|
||||
lowp float tmpvar_19;
|
||||
vec2 tmpvar_20;
|
||||
tmpvar_20 = (_shadowCoord_18.xy / _shadowCoord_18.w);
|
||||
bool tmpvar_21;
|
||||
@@ -79,7 +88,9 @@ void main ()
|
||||
if (tmpvar_21) {
|
||||
tmpvar_19 = 1.0;
|
||||
} else {
|
||||
tmpvar_19 = float((dot (texture2D (u_shadowMap, tmpvar_20), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_18.z - 0.005) / _shadowCoord_18.w)));
|
||||
tmpvar_19 = float((dot (texture2D (u_shadowMap, tmpvar_20), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_18.z - 0.005)
|
||||
/ _shadowCoord_18.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_19);
|
||||
vec4 tmpvar_22;
|
||||
@@ -87,7 +98,7 @@ void main ()
|
||||
tmpvar_22.xy = (vec2(-1.5, 1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_23;
|
||||
_shadowCoord_23 = (v_shadowcoord + tmpvar_22);
|
||||
float tmpvar_24;
|
||||
lowp float tmpvar_24;
|
||||
vec2 tmpvar_25;
|
||||
tmpvar_25 = (_shadowCoord_23.xy / _shadowCoord_23.w);
|
||||
bool tmpvar_26;
|
||||
@@ -99,7 +110,9 @@ void main ()
|
||||
if (tmpvar_26) {
|
||||
tmpvar_24 = 1.0;
|
||||
} else {
|
||||
tmpvar_24 = float((dot (texture2D (u_shadowMap, tmpvar_25), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_23.z - 0.005) / _shadowCoord_23.w)));
|
||||
tmpvar_24 = float((dot (texture2D (u_shadowMap, tmpvar_25), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_23.z - 0.005)
|
||||
/ _shadowCoord_23.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_24);
|
||||
vec4 tmpvar_27;
|
||||
@@ -107,7 +120,7 @@ void main ()
|
||||
tmpvar_27.xy = (vec2(-0.5, -1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_28;
|
||||
_shadowCoord_28 = (v_shadowcoord + tmpvar_27);
|
||||
float tmpvar_29;
|
||||
lowp float tmpvar_29;
|
||||
vec2 tmpvar_30;
|
||||
tmpvar_30 = (_shadowCoord_28.xy / _shadowCoord_28.w);
|
||||
bool tmpvar_31;
|
||||
@@ -119,7 +132,9 @@ void main ()
|
||||
if (tmpvar_31) {
|
||||
tmpvar_29 = 1.0;
|
||||
} else {
|
||||
tmpvar_29 = float((dot (texture2D (u_shadowMap, tmpvar_30), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_28.z - 0.005) / _shadowCoord_28.w)));
|
||||
tmpvar_29 = float((dot (texture2D (u_shadowMap, tmpvar_30), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_28.z - 0.005)
|
||||
/ _shadowCoord_28.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_29);
|
||||
vec4 tmpvar_32;
|
||||
@@ -127,7 +142,7 @@ void main ()
|
||||
tmpvar_32.xy = (vec2(-0.5, -0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_33;
|
||||
_shadowCoord_33 = (v_shadowcoord + tmpvar_32);
|
||||
float tmpvar_34;
|
||||
lowp float tmpvar_34;
|
||||
vec2 tmpvar_35;
|
||||
tmpvar_35 = (_shadowCoord_33.xy / _shadowCoord_33.w);
|
||||
bool tmpvar_36;
|
||||
@@ -139,7 +154,9 @@ void main ()
|
||||
if (tmpvar_36) {
|
||||
tmpvar_34 = 1.0;
|
||||
} else {
|
||||
tmpvar_34 = float((dot (texture2D (u_shadowMap, tmpvar_35), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_33.z - 0.005) / _shadowCoord_33.w)));
|
||||
tmpvar_34 = float((dot (texture2D (u_shadowMap, tmpvar_35), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_33.z - 0.005)
|
||||
/ _shadowCoord_33.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_34);
|
||||
vec4 tmpvar_37;
|
||||
@@ -147,7 +164,7 @@ void main ()
|
||||
tmpvar_37.xy = (vec2(-0.5, 0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_38;
|
||||
_shadowCoord_38 = (v_shadowcoord + tmpvar_37);
|
||||
float tmpvar_39;
|
||||
lowp float tmpvar_39;
|
||||
vec2 tmpvar_40;
|
||||
tmpvar_40 = (_shadowCoord_38.xy / _shadowCoord_38.w);
|
||||
bool tmpvar_41;
|
||||
@@ -159,7 +176,9 @@ void main ()
|
||||
if (tmpvar_41) {
|
||||
tmpvar_39 = 1.0;
|
||||
} else {
|
||||
tmpvar_39 = float((dot (texture2D (u_shadowMap, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_38.z - 0.005) / _shadowCoord_38.w)));
|
||||
tmpvar_39 = float((dot (texture2D (u_shadowMap, tmpvar_40), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_38.z - 0.005)
|
||||
/ _shadowCoord_38.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_39);
|
||||
vec4 tmpvar_42;
|
||||
@@ -167,7 +186,7 @@ void main ()
|
||||
tmpvar_42.xy = (vec2(-0.5, 1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_43;
|
||||
_shadowCoord_43 = (v_shadowcoord + tmpvar_42);
|
||||
float tmpvar_44;
|
||||
lowp float tmpvar_44;
|
||||
vec2 tmpvar_45;
|
||||
tmpvar_45 = (_shadowCoord_43.xy / _shadowCoord_43.w);
|
||||
bool tmpvar_46;
|
||||
@@ -179,7 +198,9 @@ void main ()
|
||||
if (tmpvar_46) {
|
||||
tmpvar_44 = 1.0;
|
||||
} else {
|
||||
tmpvar_44 = float((dot (texture2D (u_shadowMap, tmpvar_45), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_43.z - 0.005) / _shadowCoord_43.w)));
|
||||
tmpvar_44 = float((dot (texture2D (u_shadowMap, tmpvar_45), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_43.z - 0.005)
|
||||
/ _shadowCoord_43.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_44);
|
||||
vec4 tmpvar_47;
|
||||
@@ -187,7 +208,7 @@ void main ()
|
||||
tmpvar_47.xy = (vec2(0.5, -1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_48;
|
||||
_shadowCoord_48 = (v_shadowcoord + tmpvar_47);
|
||||
float tmpvar_49;
|
||||
lowp float tmpvar_49;
|
||||
vec2 tmpvar_50;
|
||||
tmpvar_50 = (_shadowCoord_48.xy / _shadowCoord_48.w);
|
||||
bool tmpvar_51;
|
||||
@@ -199,7 +220,9 @@ void main ()
|
||||
if (tmpvar_51) {
|
||||
tmpvar_49 = 1.0;
|
||||
} else {
|
||||
tmpvar_49 = float((dot (texture2D (u_shadowMap, tmpvar_50), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_48.z - 0.005) / _shadowCoord_48.w)));
|
||||
tmpvar_49 = float((dot (texture2D (u_shadowMap, tmpvar_50), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_48.z - 0.005)
|
||||
/ _shadowCoord_48.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_49);
|
||||
vec4 tmpvar_52;
|
||||
@@ -207,7 +230,7 @@ void main ()
|
||||
tmpvar_52.xy = (vec2(0.5, -0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_53;
|
||||
_shadowCoord_53 = (v_shadowcoord + tmpvar_52);
|
||||
float tmpvar_54;
|
||||
lowp float tmpvar_54;
|
||||
vec2 tmpvar_55;
|
||||
tmpvar_55 = (_shadowCoord_53.xy / _shadowCoord_53.w);
|
||||
bool tmpvar_56;
|
||||
@@ -219,7 +242,9 @@ void main ()
|
||||
if (tmpvar_56) {
|
||||
tmpvar_54 = 1.0;
|
||||
} else {
|
||||
tmpvar_54 = float((dot (texture2D (u_shadowMap, tmpvar_55), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_53.z - 0.005) / _shadowCoord_53.w)));
|
||||
tmpvar_54 = float((dot (texture2D (u_shadowMap, tmpvar_55), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_53.z - 0.005)
|
||||
/ _shadowCoord_53.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_54);
|
||||
vec4 tmpvar_57;
|
||||
@@ -227,7 +252,7 @@ void main ()
|
||||
tmpvar_57.xy = (vec2(0.5, 0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_58;
|
||||
_shadowCoord_58 = (v_shadowcoord + tmpvar_57);
|
||||
float tmpvar_59;
|
||||
lowp float tmpvar_59;
|
||||
vec2 tmpvar_60;
|
||||
tmpvar_60 = (_shadowCoord_58.xy / _shadowCoord_58.w);
|
||||
bool tmpvar_61;
|
||||
@@ -239,7 +264,9 @@ void main ()
|
||||
if (tmpvar_61) {
|
||||
tmpvar_59 = 1.0;
|
||||
} else {
|
||||
tmpvar_59 = float((dot (texture2D (u_shadowMap, tmpvar_60), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_58.z - 0.005) / _shadowCoord_58.w)));
|
||||
tmpvar_59 = float((dot (texture2D (u_shadowMap, tmpvar_60), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_58.z - 0.005)
|
||||
/ _shadowCoord_58.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_59);
|
||||
vec4 tmpvar_62;
|
||||
@@ -247,7 +274,7 @@ void main ()
|
||||
tmpvar_62.xy = (vec2(0.5, 1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_63;
|
||||
_shadowCoord_63 = (v_shadowcoord + tmpvar_62);
|
||||
float tmpvar_64;
|
||||
lowp float tmpvar_64;
|
||||
vec2 tmpvar_65;
|
||||
tmpvar_65 = (_shadowCoord_63.xy / _shadowCoord_63.w);
|
||||
bool tmpvar_66;
|
||||
@@ -259,7 +286,9 @@ void main ()
|
||||
if (tmpvar_66) {
|
||||
tmpvar_64 = 1.0;
|
||||
} else {
|
||||
tmpvar_64 = float((dot (texture2D (u_shadowMap, tmpvar_65), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_63.z - 0.005) / _shadowCoord_63.w)));
|
||||
tmpvar_64 = float((dot (texture2D (u_shadowMap, tmpvar_65), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_63.z - 0.005)
|
||||
/ _shadowCoord_63.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_64);
|
||||
vec4 tmpvar_67;
|
||||
@@ -267,7 +296,7 @@ void main ()
|
||||
tmpvar_67.xy = (vec2(1.5, -1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_68;
|
||||
_shadowCoord_68 = (v_shadowcoord + tmpvar_67);
|
||||
float tmpvar_69;
|
||||
lowp float tmpvar_69;
|
||||
vec2 tmpvar_70;
|
||||
tmpvar_70 = (_shadowCoord_68.xy / _shadowCoord_68.w);
|
||||
bool tmpvar_71;
|
||||
@@ -279,7 +308,9 @@ void main ()
|
||||
if (tmpvar_71) {
|
||||
tmpvar_69 = 1.0;
|
||||
} else {
|
||||
tmpvar_69 = float((dot (texture2D (u_shadowMap, tmpvar_70), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_68.z - 0.005) / _shadowCoord_68.w)));
|
||||
tmpvar_69 = float((dot (texture2D (u_shadowMap, tmpvar_70), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_68.z - 0.005)
|
||||
/ _shadowCoord_68.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_69);
|
||||
vec4 tmpvar_72;
|
||||
@@ -287,7 +318,7 @@ void main ()
|
||||
tmpvar_72.xy = (vec2(1.5, -0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_73;
|
||||
_shadowCoord_73 = (v_shadowcoord + tmpvar_72);
|
||||
float tmpvar_74;
|
||||
lowp float tmpvar_74;
|
||||
vec2 tmpvar_75;
|
||||
tmpvar_75 = (_shadowCoord_73.xy / _shadowCoord_73.w);
|
||||
bool tmpvar_76;
|
||||
@@ -299,7 +330,9 @@ void main ()
|
||||
if (tmpvar_76) {
|
||||
tmpvar_74 = 1.0;
|
||||
} else {
|
||||
tmpvar_74 = float((dot (texture2D (u_shadowMap, tmpvar_75), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_73.z - 0.005) / _shadowCoord_73.w)));
|
||||
tmpvar_74 = float((dot (texture2D (u_shadowMap, tmpvar_75), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_73.z - 0.005)
|
||||
/ _shadowCoord_73.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_74);
|
||||
vec4 tmpvar_77;
|
||||
@@ -307,7 +340,7 @@ void main ()
|
||||
tmpvar_77.xy = (vec2(1.5, 0.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_78;
|
||||
_shadowCoord_78 = (v_shadowcoord + tmpvar_77);
|
||||
float tmpvar_79;
|
||||
lowp float tmpvar_79;
|
||||
vec2 tmpvar_80;
|
||||
tmpvar_80 = (_shadowCoord_78.xy / _shadowCoord_78.w);
|
||||
bool tmpvar_81;
|
||||
@@ -319,7 +352,9 @@ void main ()
|
||||
if (tmpvar_81) {
|
||||
tmpvar_79 = 1.0;
|
||||
} else {
|
||||
tmpvar_79 = float((dot (texture2D (u_shadowMap, tmpvar_80), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_78.z - 0.005) / _shadowCoord_78.w)));
|
||||
tmpvar_79 = float((dot (texture2D (u_shadowMap, tmpvar_80), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_78.z - 0.005)
|
||||
/ _shadowCoord_78.w)));
|
||||
};
|
||||
result_5 = (result_5 + tmpvar_79);
|
||||
vec4 tmpvar_82;
|
||||
@@ -327,7 +362,7 @@ void main ()
|
||||
tmpvar_82.xy = (vec2(1.5, 1.5) * tmpvar_6);
|
||||
vec4 _shadowCoord_83;
|
||||
_shadowCoord_83 = (v_shadowcoord + tmpvar_82);
|
||||
float tmpvar_84;
|
||||
lowp float tmpvar_84;
|
||||
vec2 tmpvar_85;
|
||||
tmpvar_85 = (_shadowCoord_83.xy / _shadowCoord_83.w);
|
||||
bool tmpvar_86;
|
||||
@@ -339,12 +374,16 @@ void main ()
|
||||
if (tmpvar_86) {
|
||||
tmpvar_84 = 1.0;
|
||||
} else {
|
||||
tmpvar_84 = float((dot (texture2D (u_shadowMap, tmpvar_85), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= ((_shadowCoord_83.z - 0.005) / _shadowCoord_83.w)));
|
||||
tmpvar_84 = float((dot (texture2D (u_shadowMap, tmpvar_85), vec4(5.96046e-008, 1.52588e-005, 0.00390625, 1.0)) >= (
|
||||
(_shadowCoord_83.z - 0.005)
|
||||
/ _shadowCoord_83.w)));
|
||||
};
|
||||
float tmpvar_87;
|
||||
lowp float tmpvar_87;
|
||||
tmpvar_87 = (result_5 + tmpvar_84);
|
||||
result_5 = tmpvar_87;
|
||||
gl_FragColor.xyz = pow (abs((vec3(0.1, 0.1, 0.1) + (vec3((lc_1.x + lc_1.y)) * (tmpvar_87 / 16.0)))), vec3(0.454545, 0.454545, 0.454545));
|
||||
gl_FragColor.xyz = pow (abs((vec3(0.1, 0.1, 0.1) +
|
||||
(vec3((lc_1.x + lc_1.y)) * (tmpvar_87 / 16.0))
|
||||
)), vec3(0.454545, 0.454545, 0.454545));
|
||||
gl_FragColor.w = 1.0;
|
||||
}
|
||||
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user