2012-10-08 07:41:18 +04:00
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uniform sampler2D _BumpMap;
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2014-02-11 11:06:13 +04:00
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uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _LightTextureB0;
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uniform sampler2D _MainTex;
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2012-10-08 07:41:18 +04:00
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2];
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vec4 c_3;
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2014-10-11 23:32:43 +04:00
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vec4 c_4;
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c_4 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
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2012-10-08 07:41:18 +04:00
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vec4 normal_5;
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normal_5.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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2014-02-11 11:06:13 +04:00
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normal_5.z = sqrt(((1.0 -
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(normal_5.x * normal_5.x)
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) - (normal_5.y * normal_5.y)));
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2012-10-08 07:41:18 +04:00
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vec4 c_6;
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2014-10-11 23:32:43 +04:00
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c_6.xyz = ((c_4.xyz * _LightColor0.xyz) * ((
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2014-02-11 11:06:13 +04:00
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max (0.0, dot (normal_5.xyz, normalize(gl_TexCoord[1].xyz)))
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*
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((float((tmpvar_2.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_2.xy / tmpvar_2.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_2.xyz, tmpvar_2.xyz))).w)
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) * 2.0));
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2014-10-11 23:32:43 +04:00
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c_6.w = c_4.w;
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2012-10-08 07:41:18 +04:00
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c_3.xyz = c_6.xyz;
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c_3.w = 0.0;
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gl_FragData[0] = c_3;
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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: 23 alu 4 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [3] loc 4
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// uniforms: 2 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _LightColor0 (high float) 4x1 [-1]
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// textures: 4
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _LightTexture0 (high 2d) 0x0 [-1]
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// #2: _LightTextureB0 (high 2d) 0x0 [-1]
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// #3: _MainTex (high 2d) 0x0 [-1]
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