2012-10-08 07:41:18 +04:00
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uniform vec4 _Color;
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2014-02-11 11:06:13 +04:00
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uniform vec4 _LightColor0;
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uniform sampler2D _LightMap;
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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[3];
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vec4 c_2;
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vec2 tmpvar_3;
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vec4 c_4;
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2014-02-11 11:06:13 +04:00
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c_4.xyz = (((texture2D (_MainTex, gl_TexCoord[0].xy).xyz * _Color.xyz) * _LightColor0.xyz) * ((
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max (0.0, dot (gl_TexCoord[1].xyz, normalize(gl_TexCoord[2].xyz)))
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*
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((float((tmpvar_1.z > 0.0)) * texture2D (_LightTexture0, ((tmpvar_1.xy / tmpvar_1.w) + 0.5)).w) * texture2D (_LightTextureB0, vec2(dot (tmpvar_1.xyz, tmpvar_1.xyz))).w)
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) * 2.0));
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2012-10-08 07:41:18 +04:00
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c_4.w = (texture2D (_LightMap, tmpvar_3).w * _Color.w);
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c_2.xyz = c_4.xyz;
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c_2.w = 0.0;
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gl_FragData[0] = c_2;
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}
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2014-02-11 11:06:13 +04:00
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// inputs: 1, stats: 17 alu 4 tex 0 flow
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