mame/3rdparty/bgfx/examples/common/debugdraw/fs_debugdraw_fill_lit.sc
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* 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
2019-10-13 07:50:38 -04:00

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Python

$input v_view, v_world
/*
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <bgfx_shader.sh>
uniform vec4 u_params[4];
#define u_lightDir u_params[0].xyz
#define u_shininess u_params[0].w
#define u_skyColor u_params[1].xyz
#define u_groundColor u_params[2].xyz
#define u_matColor u_params[3]
void main()
{
vec3 normal = normalize(cross(dFdx(v_world), dFdy(v_world) ) );
vec3 viewDir = -normalize(v_view);
float ndotl = dot(normal, u_lightDir);
vec3 diffuse = mix(u_groundColor, u_skyColor, ndotl*0.5 + 0.5) * u_matColor.xyz;
#if 0
vec3 reflected = 2.0*ndotl*normal - u_lightDir;
float rdotv = dot(reflected, viewDir);
float spec = step(0.0, ndotl) * pow(max(0.0, rdotv), u_shininess);
#else
float spec = 0.0;
#endif
gl_FragColor = vec4(diffuse + vec3_splat(spec), u_matColor.w);
}