32 lines
895 B
Plaintext
32 lines
895 B
Plaintext
#version 300 es
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out lowp vec4 _fragData;
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uniform sampler2D _MainTex;
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uniform mediump vec4 _TerrainTreeLightColors[4];
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in highp vec2 xlv_uv;
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in mediump vec3 xlv_nl;
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void main ()
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{
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lowp vec4 tmpvar_1;
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mediump vec3 light_2;
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lowp vec4 col_3;
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col_3 = texture (_MainTex, xlv_uv);
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light_2 = ((col_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz);
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light_2 = (light_2 + ((col_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz));
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light_2 = (light_2 + ((col_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz));
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mediump vec4 tmpvar_4;
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tmpvar_4.w = 1.0;
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tmpvar_4.xyz = light_2;
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tmpvar_1 = tmpvar_4;
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_fragData = tmpvar_1;
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}
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// stats: 9 alu 1 tex 0 flow
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// inputs: 2
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// #0: xlv_uv (high float) 2x1 [-1]
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// #1: xlv_nl (medium float) 3x1 [-1]
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// uniforms: 1 (total size: 0)
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// #0: _TerrainTreeLightColors (medium float) 4x1 [4]
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// textures: 1
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// #0: _MainTex (low 2d) 0x0 [-1]
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