2012-10-08 07:41:18 +04:00
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struct SurfaceOutput {
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vec3 Albedo;
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vec3 Normal;
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vec3 Emission;
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float Specular;
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float Gloss;
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float Alpha;
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};
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struct Input {
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vec2 uv_MainTex;
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vec4 color;
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};
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struct v2f_surf {
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vec4 pos;
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float fog;
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vec2 hip_pack0;
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vec4 lop_color;
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vec3 normal;
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vec3 lightDir;
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vec3 _LightCoord;
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};
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uniform vec4 _LightColor0;
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2014-02-11 11:06:13 +04:00
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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varying vec4 xlv_FOG;
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2012-10-08 07:41:18 +04:00
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void surf (
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in Input IN_1,
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inout SurfaceOutput o_2
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)
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{
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, IN_1.uv_MainTex);
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vec4 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * IN_1.color);
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c_3 = tmpvar_5;
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vec3 tmpvar_6;
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tmpvar_6 = c_3.xyz;
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o_2.Albedo = tmpvar_6;
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float tmpvar_7;
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tmpvar_7 = c_3.w;
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o_2.Alpha = tmpvar_7;
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}
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vec4 LightingLambert (
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in SurfaceOutput s_8,
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in vec3 lightDir_9,
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in float atten_10
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)
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{
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vec4 c_11;
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float diff_12;
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float tmpvar_13;
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tmpvar_13 = dot (s_8.Normal, lightDir_9);
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float tmpvar_14;
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tmpvar_14 = max (0.0, tmpvar_13);
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float tmpvar_15;
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tmpvar_15 = tmpvar_14;
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diff_12 = tmpvar_15;
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vec3 tmpvar_16;
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tmpvar_16 = ((s_8.Albedo * _LightColor0.xyz) * ((diff_12 * atten_10) * 2.0));
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c_11.xyz = tmpvar_16.xyz.xyz;
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float tmpvar_17;
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tmpvar_17 = s_8.Alpha;
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c_11.w = vec4(tmpvar_17).w;
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return c_11;
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}
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vec4 frag_surf (
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in v2f_surf IN_18
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)
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{
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vec4 c_19;
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vec3 lightDir_20;
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SurfaceOutput o_21;
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Input surfIN_22;
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vec2 tmpvar_23;
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tmpvar_23 = IN_18.hip_pack0.xy;
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surfIN_22.uv_MainTex = tmpvar_23;
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vec4 tmpvar_24;
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tmpvar_24 = IN_18.lop_color;
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surfIN_22.color = tmpvar_24;
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vec3 tmpvar_25;
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tmpvar_25 = vec3(0.0, 0.0, 0.0);
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o_21.Albedo = tmpvar_25;
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vec3 tmpvar_26;
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tmpvar_26 = vec3(0.0, 0.0, 0.0);
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o_21.Emission = tmpvar_26;
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float tmpvar_27;
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tmpvar_27 = 0.0;
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o_21.Specular = tmpvar_27;
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float tmpvar_28;
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tmpvar_28 = 0.0;
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o_21.Alpha = tmpvar_28;
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float tmpvar_29;
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tmpvar_29 = 0.0;
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o_21.Gloss = tmpvar_29;
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vec3 tmpvar_30;
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tmpvar_30 = IN_18.normal;
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o_21.Normal = tmpvar_30;
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surf (surfIN_22, o_21);
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vec3 tmpvar_31;
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tmpvar_31 = IN_18.lightDir;
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lightDir_20 = tmpvar_31;
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vec3 tmpvar_32;
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tmpvar_32 = normalize (lightDir_20);
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vec3 tmpvar_33;
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tmpvar_33 = tmpvar_32;
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lightDir_20 = tmpvar_33;
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float tmpvar_34;
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tmpvar_34 = dot (IN_18._LightCoord, IN_18._LightCoord);
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vec2 tmpvar_35;
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tmpvar_35 = vec2(tmpvar_34);
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vec2 tmpvar_36;
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tmpvar_36 = tmpvar_35.xy;
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vec4 tmpvar_37;
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tmpvar_37 = texture2D (_LightTexture0, tmpvar_36);
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vec4 tmpvar_38;
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tmpvar_38 = LightingLambert (o_21, lightDir_20, tmpvar_37.w);
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vec4 tmpvar_39;
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tmpvar_39 = tmpvar_38;
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c_19 = tmpvar_39;
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float tmpvar_40;
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tmpvar_40 = 0.0;
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c_19.w = vec4(tmpvar_40).w;
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return c_19;
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}
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void main ()
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{
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v2f_surf xlt_IN_41;
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vec4 xl_retval_42;
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vec4 tmpvar_43;
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tmpvar_43 = vec4(0.0, 0.0, 0.0, 0.0);
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xlt_IN_41.pos = tmpvar_43;
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float tmpvar_44;
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tmpvar_44 = xlv_FOG.x;
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xlt_IN_41.fog = tmpvar_44;
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vec2 tmpvar_45;
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tmpvar_45 = gl_TexCoord[0].xy;
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vec2 tmpvar_46;
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tmpvar_46 = tmpvar_45;
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xlt_IN_41.hip_pack0 = tmpvar_46;
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vec4 tmpvar_47;
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tmpvar_47 = gl_Color.xyzw;
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vec4 tmpvar_48;
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tmpvar_48 = tmpvar_47;
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xlt_IN_41.lop_color = tmpvar_48;
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vec3 tmpvar_49;
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tmpvar_49 = gl_TexCoord[1].xyz;
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vec3 tmpvar_50;
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tmpvar_50 = tmpvar_49;
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xlt_IN_41.normal = tmpvar_50;
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vec3 tmpvar_51;
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tmpvar_51 = gl_TexCoord[2].xyz;
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vec3 tmpvar_52;
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tmpvar_52 = tmpvar_51;
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xlt_IN_41.lightDir = tmpvar_52;
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vec3 tmpvar_53;
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tmpvar_53 = gl_TexCoord[3].xyz;
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vec3 tmpvar_54;
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tmpvar_54 = tmpvar_53;
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xlt_IN_41._LightCoord = tmpvar_54;
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vec4 tmpvar_55;
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tmpvar_55 = frag_surf (xlt_IN_41);
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vec4 tmpvar_56;
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tmpvar_56 = tmpvar_55;
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xl_retval_42 = tmpvar_56;
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vec4 tmpvar_57;
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tmpvar_57 = xl_retval_42.xyzw;
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vec4 tmpvar_58;
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tmpvar_58 = tmpvar_57;
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gl_FragData[0] = tmpvar_58;
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}
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