38 lines
1.1 KiB
Plaintext
38 lines
1.1 KiB
Plaintext
uniform sampler2D _BumpMap;
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uniform lowp vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform lowp float _Shininess;
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varying lowp vec2 xlv_TEXCOORD0;
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varying lowp vec3 xlv_TEXCOORD1;
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varying lowp vec3 xlv_TEXCOORD2;
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varying lowp vec3 xlv_TEXCOORD3;
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void main ()
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{
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lowp vec4 c_1;
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lowp vec3 Normal_2;
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lowp vec4 tmpvar_3;
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tmpvar_3 = texture2D (_MainTex, xlv_TEXCOORD0);
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Normal_2 = ((texture2D (_BumpMap, xlv_TEXCOORD0).xyz * 2.0) - 1.0);
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c_1.xyz = ((tmpvar_3.xyz * (
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(_LightColor0.xyz * max (0.0, dot (Normal_2, xlv_TEXCOORD2)))
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+ xlv_TEXCOORD3)) + (_LightColor0.xyz * (
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pow (max (0.0, dot (Normal_2, xlv_TEXCOORD1)), _Shininess)
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* tmpvar_3.w)));
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c_1.w = 0.0;
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gl_FragData[0] = c_1;
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}
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// stats: 14 alu 2 tex 0 flow
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// inputs: 4
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// #0: xlv_TEXCOORD0 (low float) 2x1 [-1]
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// #1: xlv_TEXCOORD1 (low float) 3x1 [-1]
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// #2: xlv_TEXCOORD2 (low float) 3x1 [-1]
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// #3: xlv_TEXCOORD3 (low float) 3x1 [-1]
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// uniforms: 2 (total size: 0)
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// #0: _LightColor0 (low float) 4x1 [-1]
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// #1: _Shininess (low float) 1x1 [-1]
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// textures: 2
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// #0: _BumpMap (low 2d) 0x0 [-1]
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// #1: _MainTex (low 2d) 0x0 [-1]
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