39 lines
1.1 KiB
Plaintext
39 lines
1.1 KiB
Plaintext
uniform sampler2D _BumpMap;
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uniform vec4 _Color;
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uniform sampler2D _LightBuffer;
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uniform sampler2D _MainTex;
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uniform float _Parallax;
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uniform sampler2D _ParallaxMap;
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uniform vec4 unity_Ambient;
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void main ()
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{
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vec4 tmpvar_1;
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tmpvar_1 = gl_TexCoord[0];
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vec4 light_2;
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vec2 tmpvar_3;
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vec3 v_4;
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vec3 tmpvar_5;
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tmpvar_5 = normalize(gl_TexCoord[1].xyz);
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v_4.xy = tmpvar_5.xy;
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v_4.z = (tmpvar_5.z + 0.42);
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tmpvar_3 = (((texture2D (_ParallaxMap, tmpvar_1.zw).w * _Parallax) - (_Parallax / 2.0)) * (tmpvar_5.xy / v_4.z));
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vec4 tmpvar_6;
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tmpvar_6 = (texture2D (_MainTex, (tmpvar_1.xy + tmpvar_3)) * _Color);
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vec4 normal_7;
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normal_7.xy = ((texture2D (_BumpMap, (tmpvar_1.zw + tmpvar_3)).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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vec4 tmpvar_8;
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tmpvar_8 = -(log2(texture2DProj (_LightBuffer, gl_TexCoord[2])));
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light_2.w = tmpvar_8.w;
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light_2.xyz = (tmpvar_8.xyz + unity_Ambient.xyz);
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vec4 c_9;
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c_9.xyz = (tmpvar_6.xyz * light_2.xyz);
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c_9.w = tmpvar_6.w;
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gl_FragData[0] = c_9;
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}
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// inputs: 1, stats: 21 alu 4 tex 0 flow
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