32 lines
839 B
Plaintext
32 lines
839 B
Plaintext
uniform vec4 _Color;
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uniform vec4 _LightColor0;
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uniform sampler2D _LightTexture0;
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uniform sampler2D _MainTex;
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uniform sampler2D _Ramp;
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void main ()
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{
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vec4 c_1;
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vec4 c_2;
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c_2.xyz = (((
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(texture2D (_MainTex, gl_TexCoord[0].xy) * _Color)
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.xyz * _LightColor0.xyz) * texture2D (_Ramp, vec2((
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(dot (gl_TexCoord[1].xyz, gl_TexCoord[2].xyz) * 0.5)
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+ 0.5))).xyz) * (texture2D (_LightTexture0, gl_TexCoord[3].xy).w * 2.0));
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c_2.w = 0.0;
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c_1.xyz = c_2.xyz;
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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: 10 alu 3 tex 0 flow
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// inputs: 1
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// #0: gl_TexCoord (high float) 4x1 [4] loc 4
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// uniforms: 2 (total size: 0)
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// #0: _Color (high float) 4x1 [-1]
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// #1: _LightColor0 (high float) 4x1 [-1]
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// textures: 3
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// #0: _LightTexture0 (high 2d) 0x0 [-1]
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// #1: _MainTex (high 2d) 0x0 [-1]
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// #2: _Ramp (high 2d) 0x0 [-1]
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