2012-10-08 07:41:18 +04:00
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uniform sampler2D _BumpMap;
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void main ()
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{
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vec4 res_1;
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vec3 viewN_2;
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vec4 normal_3;
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normal_3.xy = ((texture2D (_BumpMap, gl_TexCoord[0].xy).wy * 2.0) - 1.0);
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2014-02-11 11:06:13 +04:00
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normal_3.z = sqrt(((1.0 -
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(normal_3.x * normal_3.x)
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) - (normal_3.y * normal_3.y)));
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2012-10-08 07:41:18 +04:00
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viewN_2.x = dot (gl_TexCoord[1].xyz, normal_3.xyz);
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viewN_2.y = dot (gl_TexCoord[2].xyz, normal_3.xyz);
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viewN_2.z = dot (gl_TexCoord[3].xyz, normal_3.xyz);
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res_1.xyz = ((viewN_2 * vec3(0.5, 0.5, -0.5)) + 0.5);
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res_1.w = 0.0;
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gl_FragData[0] = res_1;
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}
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2014-02-11 11:06:13 +04:00
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2014-10-11 23:32:43 +04:00
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// stats: 13 alu 1 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [4] loc 4
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// textures: 1
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// #0: _BumpMap (high 2d) 0x0 [-1]
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