60 lines
1.7 KiB
Plaintext
60 lines
1.7 KiB
Plaintext
uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
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uniform vec4 _ProjectionParams;
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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
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uniform vec4 unity_Scale;
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varying vec4 xlv_FOG;
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void main ()
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{
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vec3 viewDir_1;
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vec4 pos_2;
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pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 tmpvar_3;
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tmpvar_3.w = 1.0;
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tmpvar_3.xyz = _WorldSpaceCameraPos;
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viewDir_1 = (gl_Vertex.xyz - ((_World2Object * tmpvar_3).xyz * unity_Scale.w));
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mat3 tmpvar_4;
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tmpvar_4[0] = _Object2World[0].xyz;
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tmpvar_4[1] = _Object2World[1].xyz;
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tmpvar_4[2] = _Object2World[2].xyz;
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vec4 o_5;
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o_5 = (pos_2 * 0.5);
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vec2 tmpvar_6;
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tmpvar_6.x = o_5.x;
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tmpvar_6.y = (o_5.y * _ProjectionParams.x);
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o_5.xy = (tmpvar_6 + o_5.w);
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o_5.zw = pos_2.zw;
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gl_Position = pos_2;
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vec4 tmpvar_7;
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tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_7.x = pos_2.z;
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xlv_FOG = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 0.0);
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tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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gl_TexCoord[0] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9.w = 0.0;
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tmpvar_9.xyz = (tmpvar_4 * (viewDir_1 - (2.0 *
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(dot (gl_Normal, viewDir_1) * gl_Normal)
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)));
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gl_TexCoord[1] = tmpvar_9;
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gl_TexCoord[2] = o_5;
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}
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// stats: 18 alu 0 tex 0 flow
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// inputs: 3
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// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
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// #1: gl_Normal (high float) 3x1 [-1] loc 2
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// #2: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 7 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _MainTex_ST (high float) 4x1 [-1]
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// #2: _Object2World (high float) 4x4 [-1]
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// #3: _ProjectionParams (high float) 4x1 [-1]
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// #4: _World2Object (high float) 4x4 [-1]
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// #5: _WorldSpaceCameraPos (high float) 3x1 [-1]
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// #6: unity_Scale (high float) 4x1 [-1]
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