15 lines
351 B
Plaintext
15 lines
351 B
Plaintext
uniform vec4 _LightPositionRange;
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void main ()
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{
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vec3 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0].xyz;
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vec4 tmpvar_2;
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tmpvar_2 = fract((vec4(1.0, 255.0, 65025.0, 1.60581e+08) * (
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sqrt(dot (tmpvar_1, tmpvar_1))
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* _LightPositionRange.w)));
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gl_FragData[0] = (tmpvar_2 - (tmpvar_2.yzww * 0.00392157));
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}
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// inputs: 1, stats: 7 alu 0 tex 0 flow
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