mirror of
https://github.com/holub/mame
synced 2025-05-08 15:22:28 +03:00

* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
36 lines
922 B
Python
36 lines
922 B
Python
$input v_view, v_world
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/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include <bgfx_shader.sh>
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uniform vec4 u_params[4];
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#define u_lightDir u_params[0].xyz
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#define u_shininess u_params[0].w
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#define u_skyColor u_params[1].xyz
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#define u_groundColor u_params[2].xyz
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#define u_matColor u_params[3]
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void main()
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{
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vec3 normal = normalize(cross(dFdx(v_world), dFdy(v_world) ) );
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vec3 viewDir = -normalize(v_view);
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float ndotl = dot(normal, u_lightDir);
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vec3 diffuse = mix(u_groundColor, u_skyColor, ndotl*0.5 + 0.5) * u_matColor.xyz;
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#if 0
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vec3 reflected = 2.0*ndotl*normal - u_lightDir;
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float rdotv = dot(reflected, viewDir);
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float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), u_shininess);
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#else
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float spec = 0.0;
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#endif
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gl_FragColor = vec4(diffuse + vec3_splat(spec), u_matColor.w);
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}
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