46 lines
1.3 KiB
Plaintext
46 lines
1.3 KiB
Plaintext
uniform mat4 _LightMatrix0;
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uniform mat4 _Object2World;
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uniform vec4 _WorldSpaceLightPos0;
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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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vec4 pos_1;
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pos_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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mat3 tmpvar_2;
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tmpvar_2[0] = _Object2World[0].xyz;
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tmpvar_2[1] = _Object2World[1].xyz;
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tmpvar_2[2] = _Object2World[2].xyz;
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gl_Position = pos_1;
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vec4 tmpvar_3;
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tmpvar_3.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_3.x = pos_1.z;
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xlv_FOG = tmpvar_3;
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vec4 tmpvar_4;
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tmpvar_4.w = 0.0;
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tmpvar_4.xyz = (tmpvar_2 * (gl_Normal * unity_Scale.w));
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gl_TexCoord[0] = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5.w = 0.0;
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vec4 tmpvar_6;
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tmpvar_6 = (_Object2World * gl_Vertex);
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tmpvar_5.xyz = (_WorldSpaceLightPos0.xyz - tmpvar_6.xyz);
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gl_TexCoord[1] = tmpvar_5;
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vec4 tmpvar_7;
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tmpvar_7.w = 0.0;
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tmpvar_7.xyz = (_LightMatrix0 * tmpvar_6).xyz;
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gl_TexCoord[2] = tmpvar_7;
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}
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// stats: 10 alu 0 tex 0 flow
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// inputs: 2
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// #0: gl_Normal (high float) 3x1 [-1] loc 2
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// #1: gl_Vertex (high float) 4x1 [-1] loc 0
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// uniforms: 5 (total size: 0)
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// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
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// #1: _LightMatrix0 (high float) 4x4 [-1]
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// #2: _Object2World (high float) 4x4 [-1]
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// #3: _WorldSpaceLightPos0 (high float) 4x1 [-1]
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// #4: unity_Scale (high float) 4x1 [-1]
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