38 lines
1005 B
Plaintext
38 lines
1005 B
Plaintext
uniform vec4 _Color;
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uniform sampler2D _DecalTex;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 unity_Ambient;
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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 light_2;
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vec4 c_3;
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vec4 tmpvar_4;
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tmpvar_4 = texture2D (_MainTex, tmpvar_1.xy);
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c_3.w = tmpvar_4.w;
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vec4 tmpvar_5;
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tmpvar_5 = texture2D (_DecalTex, tmpvar_1.zw);
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c_3.xyz = mix (tmpvar_4.xyz, tmpvar_5.xyz, tmpvar_5.www);
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c_3 = (c_3 * _Color);
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light_2 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_2.xyz = (light_2.xyz + unity_Ambient.xyz);
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vec4 c_6;
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c_6.xyz = (c_3.xyz * light_2.xyz);
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c_6.w = c_3.w;
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gl_FragData[0] = c_6;
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}
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// stats: 6 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [2] 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: unity_Ambient (high float) 4x1 [-1]
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// textures: 3
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// #0: _DecalTex (high 2d) 0x0 [-1]
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// #1: _LightBuffer (high 2d) 0x0 [-1]
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// #2: _MainTex (high 2d) 0x0 [-1]
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