31 lines
785 B
Plaintext
31 lines
785 B
Plaintext
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uniform sampler2D _MainTex;
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uniform vec4 _LightColor0;
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uniform float _Cutoff;
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uniform vec4 _Color;
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uniform sampler2D _BumpMap;
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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 c_2;
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vec4 tmpvar_3;
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tmpvar_3 = (texture2D (_MainTex, tmpvar_1.xy) * _Color);
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float tmpvar_4;
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tmpvar_4 = tmpvar_3.w;
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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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normal_5.z = sqrt(((1.0 - (normal_5.x * normal_5.x)) - (normal_5.y * normal_5.y)));
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float x_6;
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x_6 = (tmpvar_3.w - _Cutoff);
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if ((x_6 < 0.0)) {
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discard;
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};
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vec4 c_7;
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c_7.xyz = ((tmpvar_3.xyz * _LightColor0.xyz) * (max (0.0, dot (normal_5.xyz, gl_TexCoord[1].xyz)) * 2.0));
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c_7.w = tmpvar_4;
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c_2.xyz = c_7.xyz;
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c_2.w = tmpvar_4;
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gl_FragData[0] = c_2;
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}
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