41 lines
1.1 KiB
Plaintext
41 lines
1.1 KiB
Plaintext
uniform vec4 _Color;
|
|
uniform float _Cutoff;
|
|
uniform vec4 _LightColor0;
|
|
uniform sampler2D _MainTex;
|
|
uniform sampler2D _ShadowMapTexture;
|
|
uniform vec4 _WorldSpaceLightPos0;
|
|
void main ()
|
|
{
|
|
vec4 c_1;
|
|
float tmpvar_2;
|
|
vec4 c_3;
|
|
c_3 = (texture2D (_MainTex, gl_TexCoord[0].xy) * _Color);
|
|
tmpvar_2 = c_3.w;
|
|
float x_4;
|
|
x_4 = (c_3.w - _Cutoff);
|
|
if ((x_4 < 0.0)) {
|
|
discard;
|
|
};
|
|
vec4 c_5;
|
|
c_5.xyz = ((c_3.xyz * _LightColor0.xyz) * ((
|
|
max (0.0, dot (gl_TexCoord[1].xyz, _WorldSpaceLightPos0.xyz))
|
|
* texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
|
|
c_5.w = tmpvar_2;
|
|
c_1.xyz = (c_5.xyz + (c_3.xyz * gl_TexCoord[2].xyz));
|
|
c_1.w = tmpvar_2;
|
|
gl_FragData[0] = c_1;
|
|
}
|
|
|
|
|
|
// stats: 11 alu 3 tex 1 flow
|
|
// inputs: 1
|
|
// #0: gl_TexCoord (high float) 4x1 [4] loc 4
|
|
// uniforms: 4 (total size: 0)
|
|
// #0: _Color (high float) 4x1 [-1]
|
|
// #1: _Cutoff (high float) 1x1 [-1]
|
|
// #2: _LightColor0 (high float) 4x1 [-1]
|
|
// #3: _WorldSpaceLightPos0 (high float) 4x1 [-1]
|
|
// textures: 2
|
|
// #0: _MainTex (high 2d) 0x0 [-1]
|
|
// #1: _ShadowMapTexture (high 2d) 0x0 [-1]
|