68 lines
1.9 KiB
Plaintext
68 lines
1.9 KiB
Plaintext
#version 300 es
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out lowp vec4 _fragData;
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uniform sampler2D _BumpMap;
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uniform mediump vec4 _Color;
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uniform mediump vec4 _LightColor0;
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uniform sampler2D _MainTex;
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uniform highp float _Shininess;
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uniform mediump vec4 _SpecColor;
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in highp vec4 _uv0;
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in mediump vec3 _uv1;
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in mediump vec3 _uv2;
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in mediump vec3 _uv3;
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void main ()
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{
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mediump vec4 c_1;
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mediump vec3 tmpvar_2;
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mediump float tmpvar_3;
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lowp vec4 tmpvar_4;
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tmpvar_4 = texture (_MainTex, _uv0.xy);
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tmpvar_2 = (tmpvar_4.xyz * _Color.xyz);
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tmpvar_3 = (tmpvar_4.w * _Color.w);
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lowp vec4 tmpvar_5;
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tmpvar_5 = texture (_BumpMap, _uv0.zw);
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mediump vec4 packednormal_6;
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packednormal_6 = tmpvar_5;
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mediump vec4 normal_7;
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normal_7.xy = ((packednormal_6.wy * 2.0) - 1.0);
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normal_7.z = sqrt(((1.0 -
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(normal_7.x * normal_7.x)
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) - (normal_7.y * normal_7.y)));
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mediump vec4 c_8;
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lowp float spec_9;
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mediump float tmpvar_10;
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tmpvar_10 = pow (max (0.0, dot (normal_7.xyz,
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normalize((_uv2 + normalize(_uv1)))
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)), (_Shininess * 128.0));
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spec_9 = (tmpvar_10 * tmpvar_4.w);
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c_8.xyz = (((
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(tmpvar_2 * _LightColor0.xyz)
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*
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max (0.0, dot (normal_7.xyz, _uv2))
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) + (
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(_LightColor0.xyz * _SpecColor.xyz)
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* spec_9)) * 2.0);
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c_8.w = (tmpvar_3 + ((_LightColor0.w * _SpecColor.w) * spec_9));
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c_1.xyz = (c_8.xyz + (tmpvar_2 * _uv3));
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c_1.w = tmpvar_3;
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lowp vec4 tmpvar_11;
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tmpvar_11 = c_1;
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_fragData = tmpvar_11;
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}
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// stats: 30 alu 2 tex 0 flow
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// inputs: 4
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// #0: _uv0 (high float) 4x1 [-1]
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// #1: _uv1 (medium float) 3x1 [-1]
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// #2: _uv2 (medium float) 3x1 [-1]
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// #3: _uv3 (medium float) 3x1 [-1]
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// uniforms: 4 (total size: 0)
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// #0: _Color (medium float) 4x1 [-1]
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// #1: _LightColor0 (medium float) 4x1 [-1]
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// #2: _Shininess (high float) 1x1 [-1]
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// #3: _SpecColor (medium float) 4x1 [-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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