37 lines
1.0 KiB
Plaintext
37 lines
1.0 KiB
Plaintext
uniform sampler2D _Decal;
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uniform sampler2D _DecalBump;
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uniform vec4 _LightColor0;
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uniform sampler2D _ShadowMapTexture;
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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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vec3 tmpvar_3;
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tmpvar_3 = (texture2D (_Decal, tmpvar_1.xy).xyz * 0.5);
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vec4 normal_4;
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normal_4.xy = ((texture2D (_DecalBump, tmpvar_1.zw).wy * 2.0) - 1.0);
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normal_4.z = sqrt(((1.0 -
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(normal_4.x * normal_4.x)
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) - (normal_4.y * normal_4.y)));
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vec4 c_5;
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c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((
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max (0.0, dot (normal_4.xyz, gl_TexCoord[1].xyz))
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* texture2DProj (_ShadowMapTexture, gl_TexCoord[3]).x) * 2.0));
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c_5.w = 0.0;
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c_2.w = c_5.w;
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c_2.xyz = (c_5.xyz + (tmpvar_3 * gl_TexCoord[2].xyz));
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gl_FragData[0] = c_2;
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}
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// stats: 17 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [4] loc 4
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// uniforms: 1 (total size: 0)
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// #0: _LightColor0 (high float) 4x1 [-1]
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// textures: 3
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// #0: _Decal (high 2d) 0x0 [-1]
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// #1: _DecalBump (high 2d) 0x0 [-1]
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// #2: _ShadowMapTexture (high 2d) 0x0 [-1]
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