66 lines
2.0 KiB
Plaintext
66 lines
2.0 KiB
Plaintext
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform samplerCube _Cube;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform vec4 _ReflectColor;
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uniform vec4 _SpecColor;
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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 tmpvar_2;
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tmpvar_2 = gl_TexCoord[2];
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vec4 tmpvar_3;
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tmpvar_3 = gl_TexCoord[3];
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vec4 tmpvar_4;
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tmpvar_4 = gl_TexCoord[4];
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vec4 col_5;
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vec4 light_6;
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vec3 tmpvar_7;
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tmpvar_7.x = tmpvar_2.w;
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tmpvar_7.y = tmpvar_3.w;
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tmpvar_7.z = tmpvar_4.w;
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vec4 reflcol_8;
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vec4 tmpvar_9;
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tmpvar_9 = texture2D (_MainTex, tmpvar_1.xy);
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vec4 normal_10;
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normal_10.xy = ((texture2D (_BumpMap, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_10.z = sqrt(((1.0 -
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(normal_10.x * normal_10.x)
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) - (normal_10.y * normal_10.y)));
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vec3 tmpvar_11;
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tmpvar_11.x = dot (tmpvar_2.xyz, normal_10.xyz);
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tmpvar_11.y = dot (tmpvar_3.xyz, normal_10.xyz);
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tmpvar_11.z = dot (tmpvar_4.xyz, normal_10.xyz);
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reflcol_8 = (textureCube (_Cube, (tmpvar_7 - (2.0 *
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(dot (tmpvar_11, tmpvar_7) * tmpvar_11)
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))) * tmpvar_9.w);
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light_6 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[1])));
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light_6.xyz = (light_6.xyz + unity_Ambient.xyz);
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vec4 c_12;
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float spec_13;
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spec_13 = (light_6.w * tmpvar_9.w);
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c_12.xyz = (((tmpvar_9 * _Color).xyz * light_6.xyz) + ((light_6.xyz * _SpecColor.xyz) * spec_13));
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c_12.w = ((reflcol_8.w * _ReflectColor.w) + (spec_13 * _SpecColor.w));
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col_5.w = c_12.w;
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col_5.xyz = (c_12.xyz + (reflcol_8.xyz * _ReflectColor.xyz));
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gl_FragData[0] = col_5;
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}
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// stats: 29 alu 4 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [5] loc 4
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// uniforms: 4 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _ReflectColor (high float) 4x1 [-1]
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// #2: _SpecColor (high float) 4x1 [-1]
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// #3: unity_Ambient (high float) 4x1 [-1]
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// textures: 4
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// #0: _BumpMap (high 2d) 0x0 [-1]
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// #1: _Cube (high cube) 0x0 [-1]
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// #2: _LightBuffer (high 2d) 0x0 [-1]
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// #3: _MainTex (high 2d) 0x0 [-1]
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